nice 0.0
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Well I saw koed's and it didn't even work like the real one, so mine is better, but not exact, but it's close.
Add:
Code:public boolean usingDbolts() { if(playerEquipment[playerWeapon] == 837 && playerEquipment[playerArrows] == 881) { return true; } return false; }
under
addCode:if(FullGuthanEquipped()) {Credit to koed. Bracket's may be off, fix that yourself if it is.Code:f(usingDbolts()){ if(AttackingOn2.playerLevel[1] <= 30) { hitDiff = playerMaxHit/2 + playerMaxHit + playerMaxHit/4; } if(AttackingOn2.playerLevel[1] <= 45 && != 30) { hitDiff = playerMaxHit/3 + playerMaxHit + playerMaxHit/5; } if(AttackingOn2.playerLevel[1] >= 60 && != 45) { hitDiff = playerMaxHit/4 + playerMaxHit + playerMaxHit/6; } hitDiff = AttackingOn2.playerLevel[1] if (AttackingOn2.playerEquipment[AttackingOn2.playerShield] == 1540|| AttackingOn2.playerEquipment[AttackingOn2.playerShield]== 2621 || AttackingOn2.ProtRange) { hitDiff /= 1.2; } stillgfx(446, EnemyY, EnemyX); } }
Yw and this has too many brackets, will cause an errorCode:if(usingDbolts()){ if(AttackingOn2.playerLevel[1] <= 30) { hitDiff = playerMaxHit/2 + playerMaxHit + playerMaxHit/4; } if(AttackingOn2.playerLevel[1] <= 45 && != 30) { hitDiff = playerMaxHit/3 + playerMaxHit + playerMaxHit/5; } if(AttackingOn2.playerLevel[1] >= 60 && != 45) { hitDiff = playerMaxHit/4 + playerMaxHit + playerMaxHit/6; } hitDiff = AttackingOn2.playerLevel[1] if (AttackingOn2.playerEquipment[AttackingOn2.playerShield] == 1540|| AttackingOn2.playerEquipment[AttackingOn2.playerShield]== 2621 || AttackingOn2.ProtRange) { hitDiff /= 1.2; } stillgfx(446, EnemyY, EnemyX); } }
Code:public boolean usingDbolts() { if(playerEquipment[playerWeapon] == 837 && playerEquipment[playerArrows] == 881) { return true; } return false; }Code:if (FullGuthanEquipped()) {
Code:if (usingDbolts()) { if (AttackingOn2.playerLevel[1] <= 30) { hitDiff = playerMaxHit/2 + playerMaxHit + playerMaxHit/4; } if (AttackingOn2.playerLevel[1] <= 45 && != 30) { hitDiff = playerMaxHit/3 + playerMaxHit + playerMaxHit/5; } if (AttackingOn2.playerLevel[1] >= 60 && != 45) { hitDiff = playerMaxHit/4 + playerMaxHit + playerMaxHit/6; } if (AttackingOn2.playerEquipment[AttackingOn2.playerShield] == 1540 || AttackingOn2.playerEquipment[AttackingOn2.playerShield]== 2621 || AttackingOn2.ProtRange) { hitDiff /= 1.2; } hitDiff = AttackingOn2.playerLevel[1] stillgfx(446, EnemyY, EnemyX); }
Is it honestly that hard? >_>
looks bad
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