Thread: Brimhaven agility rope swing object animation ID

Page 1 of 3 123 LastLast
Results 1 to 10 of 21
  1. #1 Brimhaven agility rope swing object animation ID 
    touched like seafood
    Women's Avatar
    Join Date
    Mar 2010
    Posts
    1,830
    Thanks given
    651
    Thanks received
    1,001
    Discord
    View profile
    Rep Power
    3071
    Hello, I need the object anim ID of the rope swing in Brimhaven agility course. I looked at Harlans post with all object anims but I couldn't find it. If anyone can go on Runescape, or just happens to have it, that would be terrific if you could share!


    When you ape the cops it ain't anarchy
    Reply With Quote  
     

  2. Thankful user:


  3. #2  
    Registered Member
    Matt_'s Avatar
    Join Date
    Sep 2007
    Posts
    409
    Thanks given
    152
    Thanks received
    19
    Rep Power
    176
    Also need this please!
    [Only registered and activated users can see links. ]


    Lol .
    Reply With Quote  
     

  4. #3  


    RS Wiki's Avatar
    Join Date
    Mar 2011
    Age
    26
    Posts
    9,736
    Thanks given
    1,754
    Thanks received
    3,102
    Rep Power
    5000
    61 anim? D:
    All the best,
    Wiki




    coming soon
    Reply With Quote  
     

  5. #4  
    touched like seafood
    Women's Avatar
    Join Date
    Mar 2010
    Posts
    1,830
    Thanks given
    651
    Thanks received
    1,001
    Discord
    View profile
    Rep Power
    3071
    Quote Originally Posted by RS Wiki View Post
    61 anim? D:
    Nope, not 61.


    When you ape the cops it ain't anarchy
    Reply With Quote  
     

  6. #5  
    touched like seafood
    Women's Avatar
    Join Date
    Mar 2010
    Posts
    1,830
    Thanks given
    651
    Thanks received
    1,001
    Discord
    View profile
    Rep Power
    3071
    Bump, still needing. repping and thanking.


    When you ape the cops it ain't anarchy
    Reply With Quote  
     

  7. #6  
    Shake n Bake

    Organic's Avatar
    Join Date
    Apr 2010
    Posts
    2,501
    Thanks given
    204
    Thanks received
    322
    Rep Power
    588
    749?

    Just live life at its fullest.

    [Only registered and activated users can see links. ]
    Reply With Quote  
     

  8. #7  
    touched like seafood
    Women's Avatar
    Join Date
    Mar 2010
    Posts
    1,830
    Thanks given
    651
    Thanks received
    1,001
    Discord
    View profile
    Rep Power
    3071
    Quote Originally Posted by Organic View Post
    749?
    Nope.


    When you ape the cops it ain't anarchy
    Reply With Quote  
     

  9. #8  
    touched like seafood
    Women's Avatar
    Join Date
    Mar 2010
    Posts
    1,830
    Thanks given
    651
    Thanks received
    1,001
    Discord
    View profile
    Rep Power
    3071
    Bump


    When you ape the cops it ain't anarchy
    Reply With Quote  
     

  10. #9  
    Registered Member
    Join Date
    Dec 2007
    Posts
    641
    Thanks given
    110
    Thanks received
    57
    Rep Power
    75
    Definitely 751
    Reply With Quote  
     

  11. #10  


    RS Wiki's Avatar
    Join Date
    Mar 2011
    Age
    26
    Posts
    9,736
    Thanks given
    1,754
    Thanks received
    3,102
    Rep Power
    5000
    look through this maybe?

    Code:
    package server.model.players.skills;
    
    import server.Config;
    import server.model.players.Client;
    
    public class Agility {
    	
    	private Client c;
    		
    	public Agility(Client c) {
    		this.c = c;
    	}
    	
    	private boolean[] gnomeCourse = new boolean[6];
    	private final int[] EXP = {8,8,5,8,5,8,8,39};
    	public void handleGnomeCourse(int object, int objectX, int objectY) {
    		if (object == 2286 && objectY > c.getY()) { //net
    			c.startAnimation(844);
    			c.getPA().movePlayer(c.getX(), c.getY() + 2, 0);
    			gnomeCourse[4] = true;
    			c.getPA().addSkillXP(EXP[5] * Config.AGILITY_EXPERIENCE, c.playerAgility);
    		} else if (object == 154 || object == 4058) { //tube
    			c.startAnimation(844);
    			c.getPA().walkTo(0,7);
    			gnomeCourse[5] = true;
    			if (isDoneGnome())
    				giveReward(1);
    			c.getPA().addSkillXP(EXP[6] * Config.AGILITY_EXPERIENCE, c.playerAgility);		
    		} else if (object == 2295) {
    			c.playerSE = 0x328;//walk
    			c.playerSEW = 762;//walk
    			c.isRunning = false;
    			if (objectX > c.getX())
    				c.getPA().walkTo(1,0);
    			else if (objectX < c.getX())
    				c.getPA().walkTo(-1,0);
    			c.getPA().walkTo(0,-7);
    			gnomeCourse[0] = true;
    			c.getPA().addSkillXP(EXP[0] * Config.AGILITY_EXPERIENCE, c.playerAgility);
    		} else if (object == 2285 && c.heightLevel == 0) {
    			c.startAnimation(828);
    			c.getPA().movePlayer(c.getX(), c.getY()-2, 1);
    			gnomeCourse[1] = true;
    			c.getPA().addSkillXP(EXP[1] * Config.AGILITY_EXPERIENCE, c.playerAgility);
    		} else if (object == 2313 && c.heightLevel == 1) {
    			c.startAnimation(828);
    			c.getPA().movePlayer(c.getX(), c.getY()-2, 2);
    			gnomeCourse[2] = true;
    			c.getPA().addSkillXP(EXP[2] * Config.AGILITY_EXPERIENCE, c.playerAgility);
    		} else if (object == 2312) {
    			c.getPA().walkTo(6,0);
    			c.getPA().addSkillXP(EXP[3] * Config.AGILITY_EXPERIENCE, c.playerAgility);
    		} else if (object == 2314) {
    			c.getPA().movePlayer(c.getX(), c.getY(), 0);
    			gnomeCourse[3] = true;
    			c.getPA().addSkillXP(EXP[4] * Config.AGILITY_EXPERIENCE, c.playerAgility);
    		}
    	}
    	
    	private void giveReward(int level) {
    		c.sendMessage("You have completed the course and have been given " + level + " tickets.");
    		c.getItems().addItem(2996,level);
    		if (level == 1)
    			c.getPA().addSkillXP(EXP[EXP.length-1] * Config.AGILITY_EXPERIENCE, c.playerAgility);
    		for (int j = 0; j < gnomeCourse.length; j++)
    			gnomeCourse[j] = false;
    	}	
    	private boolean isDoneGnome() {		
    		return gnomeCourse[0] && gnomeCourse[1] && gnomeCourse[2] && gnomeCourse[3] && gnomeCourse[4] && gnomeCourse[5];
    		//return false;
    	}
    	
    	public void appendObstacles(int objectType) {
    	switch(objectType) {
    	case 2309:
    			if (c.objectX == 2998 && c.objectY == 3917 && c.playerLevel[16] >= 50) {
    				c.getPA().movePlayer(2998, 3917, 0);
    			} else { c.sendMessage("You need level 50 agility to access this agility course");
    			}
    		break;
    		case 2308:
    			if (c.objectX == 2997 && c.objectY == 3931 && c.playerLevel[16] >= 50) {
    				c.getPA().movePlayer(2997, 3932, 0);
    			} else { c.sendMessage("You need level 50 agility to access this agility course");
    			}
    		break;
    		case 2307:
    			if (c.objectX == 2998 && c.objectY == 3931 && c.playerLevel[16] >= 50) {
    				c.getPA().movePlayer(2998, 3932, 0);
    			} else { c.sendMessage("You need level 50 agility to access this agility course");
    			}
    		break;
    		case 2465:
    			c.getPA().movePlayer(3094, 3469, 0);
    		break;
    		case 2115:
    			if(c.playerLevel[16] >= 30) {
    				c.getPA().movePlayer(2546, 3569, 0);
    			} else { c.sendMessage("You need level 30 agility to access this agility course");
    			}
    		break;
    		case 2116:
    			if(c.playerLevel[16] >= 30) {
    				c.getPA().movePlayer(2546, 3570, 0);
    			} else { c.sendMessage("You need level 30 agility to access this agility course");
    			}
    		break;
    		case 2287:
    			if(c.playerLevel[16] >= 30) {
    				c.getPA().movePlayer(2552, 3558, 0);
    			} else { c.sendMessage("You need level 30 agility to access this agility course");
    			}
    		break;
    
    //				BARBARIAN AGILITY COURSE
    
    case 2282: //ropeswing
    		if (c.barbObsticle == 0 && c.playerLevel[16] >= 30) {
    			c.getPA().movePlayer(2551, 3549, 0);
                                    c.getPA().addSkillXP(122, c.playerAgility);
                                    c.barbObsticle = 1;
    		} else if (c.playerLevel[16] >= 30) {
    			c.getPA().movePlayer(2551, 3549, 0);
                                    c.getPA().addSkillXP(1200, c.playerAgility);
    		} else {
    			c.sendMessage("You need 30 Agility to attempt this obstacle");
    		}
    break;
    case 2294: // ballance beam
    		if (c.barbObsticle == 1 && c.playerLevel[16] >= 30) {
    			c.obsticle(762, 1, -9, 0, 5000, 2200, "You passed the obsticle succesfully.");
    			c.barbObsticle = 2;
    		} else if (c.playerLevel[16] >= 30) {
    		c.obsticle(762, 1, -9, 0, 5000, 2200, "You passed the obsticle succesfully.");
    		} else {
    			c.sendMessage("You need 30 Agility to attempt this obstacle");
    		}
    break;
    case 2284: //net
    		if (c.barbObsticle == 2) {
    			c.agilityDelay(828, 2537, 3546, 1, 1, 1200, "You climbed the nets succesfully.");
    			c.barbObsticle = 3;
    		} else if (c.playerLevel[16] >= 30) {
    			c.agilityDelay(828, 2537, 3546, 1, 1, 1200, "You climbed the nets succesfully.");
    		} else {
    			c.sendMessage("You need 30 Agility to attempt this obstacle");
    		}
    break;
    case 2302: //balance ledge
    		if (c.barbObsticle == 3 && c.playerLevel[16] >= 30) {
    			c.getPA().movePlayer(2532, 3547, 1);
                                    c.getPA().addSkillXP(1200, c.playerAgility);
                                    c.barbObsticle = 4;
    		} else if (c.playerLevel[16] >= 30) {
    			c.getPA().movePlayer(2532, 3547, 1);
                                    c.getPA().addSkillXP(1200, c.playerAgility);
    		} else {
    			c.sendMessage("You need 30 Agility to attempt this obstacle");
    		}
    break;
    case 3205: //ladder
    		if (c.barbObsticle == 4 && c.playerLevel[16] >= 30) {
    			c.getPA().movePlayer(2532, 3546, 0);
                                    c.getPA().addSkillXP(700, c.playerAgility);
                                    c.barbObsticle = 5;
    		} else if (c.playerLevel[16] >= 30) {
    			c.getPA().movePlayer(2532, 3546, 0);
                                    c.getPA().addSkillXP(700, c.playerAgility);
    		} else {
    			c.sendMessage("You need 30 Agility to attempt this obstacle");
    		}
    break;
    case 1948: //crumbling wall
    		if (c.objectX == 2536) {
    			if (c.barbObsticle == 5 && c.playerLevel[16] >= 30) {
    				c.getPA().movePlayer(2537, 3553, 0);
                                    c.getPA().addSkillXP(700, c.playerAgility);
                                    c.barbObsticle = 6;
    			} else if (c.playerLevel[16] >= 30) {
    				c.getPA().movePlayer(2537, 3553, 0);
                                    c.getPA().addSkillXP(700, c.playerAgility);
    			} else {
    				c.sendMessage("You need 30 Agility to attempt this obstacle");
    			}
    		} else if (c.objectX == 2539) {
    			if (c.barbObsticle == 6 && c.playerLevel[16] >= 30) {
    				c.getPA().movePlayer(2540, 3553, 0);
                                   	c.getPA().addSkillXP(700, c.playerAgility);
                                    c.barbObsticle = 7;
    			} else if (c.playerLevel[16] >= 30) {
    				c.getPA().movePlayer(2540, 3553, 0);
                                   	c.getPA().addSkillXP(700, c.playerAgility);
    			} else {
    				c.sendMessage("You need 30 Agility to attempt this obstacle");
    			}
    		} else if (c.objectX == 2542) {
    			if (c.barbObsticle == 7 && c.playerLevel[16] >= 30) {
    				c.getPA().movePlayer(2543, 3553, 0);
                                    c.getPA().addSkillXP(700, c.playerAgility);
                                    c.getPA().addSkillXP(4000, c.playerAgility);
    				c.sendMessage("Congratulations on successfully completing the Barbarian agility course");
    					if (c.getItems().freeSlots() > 0) {
    						c.getItems().addItem(2996, 2);
                                    		c.barbObsticle = 0;
    					} else {
    						c.sendMessage("You do not have space in your inventory");
    						c.getItems().createGroundItem(2996, c.getX(), c.getY(), 2);
    		                        	c.barbObsticle = 0;
    					}
    				return;
    			} else if (c.playerLevel[16] >= 30) {
    				c.getPA().movePlayer(2543, 3553, 0);
                                    c.getPA().addSkillXP(700, c.playerAgility);
    			} else {
    				c.sendMessage("You need 30 Agility to attempt this obstacle");
    			}
    		}
    break;
    
    //				WILDERNESS AGILITY COURSE
    
    
    case 2288: //pipe
    		if (c.absX >= 3004 && c.absX <= 3005 && c.absY >= 3937 && c.absY <= 3938 && c.wildObsticle == 0 && c.playerLevel[16] >= 50) {
    			c.obsticle(844, 1, 0, 13, 5000, 5000, "You pulled yourself through the pipes.");
    			c.wildObsticle = 1;
    		} else if (c.absX >= 3004 && c.absX <= 3005 && c.absY >= 3937 && c.absY <= 3938 && c.playerLevel[16] >= 50) {
    			c.obsticle(844, 1, 0, 13, 5000, 5000, "You pulled yourself through the pipes.");
    		}
    break;
    case 2283: // ropeswing
    		if (c.absX >= 3004 && c.absX <= 3006 && c.absY >= 3952 && c.absY <= 3953 && c.wildObsticle == 1 && c.playerLevel[16] >= 50) {
    			c.getPA().movePlayer(3005, 3958, 0);
                                    c.getPA().addSkillXP(1600, c.playerAgility);
                                    c.wildObsticle = 2;
    		} else if (c.absX >= 3004 && c.absX <= 3006 && c.absY >= 3952 && c.absY <= 3953 && c.playerLevel[16] >= 50) {
    			c.getPA().movePlayer(3005, 3958, 0);
                                    c.getPA().addSkillXP(1600, c.playerAgility);
    		}
    			
    break;
    case 2311: // stepping stones
                            if (c.absX == 3002 && c.absY == 3960 && c.wildObsticle == 2 && c.playerLevel[16] >= 50) {
                                    c.obsticle(762, 1, -6, 0, 5000, 3000, "You passed the obsticle succesfully.");
                                    c.wildObsticle = 3;
                            } else if (c.absX == 3002 && c.absY == 3960 && c.playerLevel[16] >= 50) {
                                    c.obsticle(762, 1, -6, 0, 5000, 3000, "You passed the obsticle succesfully.");
                            }
                    break;
    case 2297: // ballance beam
                            if (c.absX >= 3001 && c.absX <= 3002 && c.absY >= 3945 && c.absY <= 3946 && c.wildObsticle == 3 && c.playerLevel[16] >= 50) {
                                    c.obsticle(762, 1, -7, 0, 5000, 3000, "You passed the obsticle succesfully.");
                                    c.wildObsticle = 4;
                            } else if (c.absX >= 3001 && c.absX <= 3002 && c.absY >= 3945 && c.absY <= 3946 && c.playerLevel[16] >= 50) {
                                    c.obsticle(762, 1, -7, 0, 5000, 3000, "You passed the obsticle succesfully.");
                            }
                    break;
                    case 2328: //rocks
                            if (c.absX >= 2993 && c.absX <= 2996 && c.absY == 3937 && c.wildObsticle == 4 && c.playerLevel[16] >= 50) {
                                    c.agilityDelay(828, 2995, 3932, 0, 1, 5000, "You climbed the nets succesfully.");
                                    c.getPA().addSkillXP(7000, c.playerAgility);
    				c.sendMessage("Congratulations on successfully completing the Wilderness agility course");
    				if (c.getItems().freeSlots() > 0) {
    						c.getItems().addItem(2996, 4);
                                    		c.wildObsticle = 0;
    					} else {
    						c.sendMessage("You do not have space in your inventory");
    						c.getItems().createGroundItem( 2996, c.getX(), c.getY(), 4);
    		                                c.wildObsticle = 0;
    					}
    				
    					return;
                            } else if (c.absX >= 2993 && c.absX <= 2996 && c.absY == 3937 && c.playerLevel[16] >= 50) {
                                    c.agilityDelay(828, 2995, 3932, 0, 1, 5000, "You climbed the nets succesfully.");
                            }
                    break;
    
    case 2295: // log balance
                            if (c.absX == 2474 && c.absY == 3436 && c.gnomeObsticle == 0) {
                                    c.obsticle(762, 1, 0, -7, 5000, 1000, "You passed the obsticle succesfully.");
                                    c.gnomeObsticle = 1;
                            } else if (c.absX == 2474 && c.absY == 3436) {
                                    c.obsticle(762, 1, 0, -7, 5000, 1000, "You passed the obsticle succesfully.");
                            }
                    break;
                    case 2285: //net
                            if (c.gnomeObsticle == 1) {
                                    c.agilityDelay(828, 2473, 3424, 1, 1, 500, "You climbed the nets succesfully.");
                                    c.gnomeObsticle = 2;
                            } else {
                                    c.agilityDelay(828, 2473, 3424, 1, 1, 500, "You climbed the nets succesfully.");
                            }
                    break;
                    case 2313: //tree
                            if (c.gnomeObsticle == 2) {
                                    c.agilityDelay(828, 2473, 3420, 2, 1, 300, "You climbed the tree branch succesfully.");
                                    c.gnomeObsticle = 3;
                            } else {
                                    c.agilityDelay(828, 2473, 3420, 2, 1, 300, "You climbed the tree branch succesfully.");
                            }
                    break;
                    
                    case 2312: //rope
                            if (c.absX == 2477 && c.absY == 3420 && c.gnomeObsticle == 3) {
                                    c.obsticle(762, 1, 7, 0, 5000, 1000, "You passed the obsticle succesfully.");
                                    c.gnomeObsticle = 4;
                            }
                            if (c.absX == 2477 && c.absY == 3420) {
                                    c.obsticle(762, 1, 7, 0, 5000, 1000, "You passed the obsticle succesfully.");
                            }
                    break;
                    
                    case 2314: //tree branch
                            if (c.gnomeObsticle == 4) {
                                    c.agilityDelay(828, 2487, 3421, 0, 0, 1100, "You climbed the tree branch succesfully.");
                                    c.gnomeObsticle = 5;
                            } else {
                                    c.agilityDelay(828, 2487, 3421, 0, 0, 1100, "You climbed the tree branch succesfully.");
                            }
                    break;
                    case 2286: //obstacle net
                            if (c.absX >= 2483 && c.absX <= 2488 && c.absY == 3425) {
                                    c.agilityDelay(3063, c.absX, c.absY + 2, 0, 1, 300, "You climbed the nets succesfully.");
                                    c.turnPlayerTo(c.objectX, c.objectY);
                            }
                            if (c.absX >= 2483 && c.absX <= 2488 && c.absY == 3425 && c.gnomeObsticle == 5) {
                                    c.agilityDelay(3063, c.absX, c.absY + 2, 0, 1, 300, "You climbed the nets succesfully.");
                                    c.turnPlayerTo(c.objectX, c.objectY);
                                    c.gnomeObsticle = 6;
                            }
                    break;
                    
                    case 154: //pipes (last object course)
                            if (c.absX == 2484 && c.absY == 3430 && c.gnomeObsticle == 6) {
                                    c.obsticle(844, 1, 0, 7, 5000, 1000, "You Completed the gnome course succesfully!");
                                    c.getPA().addSkillXP(3000, c.playerAgility);
    				c.sendMessage("Congratulations on successfully completing the gnome agility course");
    				if (c.getItems().freeSlots() > 0) {
    						c.getItems().addItem(2996, 1);
                                    		c.gnomeObsticle = 0;
    					} else {
    						c.sendMessage("You do not have space in your inventory");
    						c.getItems().createGroundItem(2996, c.getX(), c.getY(), 1);
    		                                c.gnomeObsticle = 0;
    					}
    				
    					return;
                            }
                            if (c.absX == 2484 && c.absY == 3430) {
                                    c.obsticle(844, 1, 0, 7, 5000, 1000, "You pulled yourself through the pipes.");
                            }
                    break;
                    case 4084:
                            if (c.absX == 2487 && c.absY == 3430 && c.gnomeObsticle == 6) {
                                    c.obsticle(844, 1, 0, 7, 5000, 1000, "You Completed the gnome course succesfully!");
                                    c.getPA().addSkillXP(3000, c.playerAgility);
    				c.sendMessage("Congratulations on successfully completing the gnome agility course");
    				if (c.getItems().freeSlots() > 0) {
    						c.getItems().addItem(2996, 1);
                                    		c.gnomeObsticle = 0;
    					} else {
    						c.sendMessage("You do not have space in your inventory");
    						c.getItems().createGroundItem(2996, c.getX(), c.getY(), 1);
    		                                c.gnomeObsticle = 0;
    					}
    				
    					return;
                            }
                            if (c.absX == 2487 && c.absY == 3430) {
                                    c.obsticle(844, 1, 0, 7, 5000, 1000, "You pulled yourself through the pipes.");
                            }
                    break;
    				}
    			}
    }
    All the best,
    Wiki




    coming soon
    Reply With Quote  
     

Page 1 of 3 123 LastLast

Thread Information
Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)


User Tag List

Similar Threads

  1. Full Rope Swing Animation ID
    By Gershon in forum Help
    Replies: 0
    Last Post: 02-03-2012, 10:32 PM
  2. Agility Brimhaven [PI]
    By Xynasty in forum Help
    Replies: 0
    Last Post: 05-28-2011, 07:22 PM
  3. My Brimhaven agility course
    By AAA Mods in forum Show-off
    Replies: 10
    Last Post: 08-03-2010, 11:24 PM
  4. Agility, object (a rope) moving
    By Xaves in forum Help
    Replies: 1
    Last Post: 02-22-2010, 03:09 AM
Posting Permissions
  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •