Thread: Working Ring Of Recoil

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  1. #1 Working Ring Of Recoil 
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    what we are going to do: make ring of RECOIL work

    difficulty: meh, i done it so you can

    procidure:

    open client.JAVA and search:
    Code:
    if(nonWild() || AttackingOn2.nonWild()) {
    it will look like this:
    Code:
     if(nonWild() || AttackingOn2.nonWild()) {
    	sendMessage("This player is in a safe zone and cannot be attacked");
        } else if(wildyIsOff() || AttackingOn2.wildyIsOff()) {
    	sendMessage("Pking is currently turned off");
        } else if(!wildyIsOff() && !nonWild() && !AttackingOn2.nonWild() && !AttackingOn2.wildyIsOff()){
    		if (GoodDistance(EnemyX, EnemyY, absX, absY, 1) == true || playerEquipment[playerWeapon] == 859 || playerEquipment[playerWeapon] == 861 || playerEquipment[playerWeapon] == 4214 || playerEquipment[playerWeapon] == 839 || playerEquipment[playerWeapon] == 841 || playerEquipment[playerWeapon] == 843 || playerEquipment[playerWeapon] == 845 || playerEquipment[playerWeapon] == 847 || playerEquipment[playerWeapon] == 849 || playerEquipment[playerWeapon] == 851 || playerEquipment[playerWeapon] == 853 || playerEquipment[playerWeapon] == 855 || playerEquipment[playerWeapon] == 857) {
    		  if (LoopAttDelay <= 1) {
    		    if (!wildyIsOff() && !AttackingOn2.wildyIsOff() && !nonWild() && !AttackingOn2.nonWild()) {
    			if (RingOfLife == true && EnemyHP <= (int)((double)((double)getLevelForXP(EnemyHPExp) / 10.0) + 0.5)) {
    				PlayerHandler.players[AttackingOn].SafeMyLife = true;
    			} else {
    				if (PlayerHandler.players[AttackingOn].IsDead == true) {
    					ResetAttack();
    				} else if(!UseBow){
    					
    					//actionAmount++;
    					//setAnimation(playerSEA);
    					PlayerHandler.players[AttackingOn].hitUpdateRequired = true;
    					PlayerHandler.players[AttackingOn].updateRequired = true;
    					PlayerHandler.players[AttackingOn].appearanceUpdateRequired = true;
    					
                                            if(playerEquipment[playerWeapon] == 5698) {
                                            AttackingOn2.PoisonPlayer();
                                            hitDiff = misc.random(playerMaxHit);
    					PlayerHandler.players[AttackingOn].hitUpdateRequired = true;
    					PlayerHandler.players[AttackingOn].updateRequired = true;
    					PlayerHandler.players[AttackingOn].appearanceUpdateRequired = true;
                                            }
                                            AttackingOn2.KillerId = playerId;
                                            AttackingOn2.inCombat();
                                            setAnimation(GetWepAnim());
                                            if(playerEquipment[playerWeapon] == 4726)
                                            {
                                            stillgfx(398, absY, absX);
                                            }
                                            AttackingOn2.setAnimation(GetBlockAnim(AttackingOn2.playerEquipment[playerWeapon]));
                                            LoopAttDelay = PkingDelay+10;
    					if ((EnemyHP - hitDiff) < 0) {
    						hitDiff = EnemyHP;
    					}
                                            addSkillXP(hitDiff, 3);
    					PlayerHandler.players[AttackingOn].hitDiff = hitDiff;
    					//PkingDelay = wepdelay;
    				}
    	
                                        else if(UseBow){
                                            if(!HasArrows){ 
                                            sendMessage("There's no arrows left in your quiver");
                                            ResetAttack();
                                            }
                                            else if(HasArrows){
    					//actionAmount++;
    					//setAnimation(playerSEA);
                                            DeleteArrow();
                                            if(playerEquipment[playerWeapon] != 4214 && playerEquipmentN[playerArrows] != 0)
                                            ItemHandler.addItem(playerEquipment[playerArrows], EnemyX, EnemyY, 1, playerId, false);
                                            setAnimation(426);
    					PlayerHandler.players[AttackingOn].hitUpdateRequired = true;
    					PlayerHandler.players[AttackingOn].updateRequired = true;
    					PlayerHandler.players[AttackingOn].appearanceUpdateRequired = true;
                                            AttackingOn2.KillerId = playerId+10;
                                            AttackingOn2.inCombat();
                                             inCombat(); 
                                            teleportToX = absX;   
                                            teleportToY = absY; 
                                            AttackingOn2.setAnimation(GetBlockAnim(AttackingOn2.playerEquipment[playerWeapon]));
                                            LoopAttDelay = PkingDelay;
    					if ((EnemyHP - hitDiff) < 0) {
    						hitDiff = EnemyHP;
    					}
                                            addSkillXP(hitDiff, 3);
    					PlayerHandler.players[AttackingOn].hitDiff = hitDiff;
    					//PkingDelay = wepdelay;
                                            }
    				}
    			}
    			return true;
    			}
    		    } else {
    		      sendMessage("This player is in a safe zone and cannot be attacked");
    		      ResetAttack();
    		    }
    		  }
    		}}
    		return false;
    		}
    replace it with this xD:
    Code:
     if(nonWild() || AttackingOn2.nonWild()) {
    	sendMessage("This player is in a safe zone and cannot be attacked");
        } else if(wildyIsOff() || AttackingOn2.wildyIsOff()) {
    	sendMessage("Pking is currently turned off");
        } else if(!wildyIsOff() && !nonWild() && !AttackingOn2.nonWild() && !AttackingOn2.wildyIsOff()){
    		if (GoodDistance(EnemyX, EnemyY, absX, absY, 1) == true || playerEquipment[playerWeapon] == 859 || playerEquipment[playerWeapon] == 861 || playerEquipment[playerWeapon] == 4214 || playerEquipment[playerWeapon] == 839 || playerEquipment[playerWeapon] == 841 || playerEquipment[playerWeapon] == 843 || playerEquipment[playerWeapon] == 845 || playerEquipment[playerWeapon] == 847 || playerEquipment[playerWeapon] == 849 || playerEquipment[playerWeapon] == 851 || playerEquipment[playerWeapon] == 853 || playerEquipment[playerWeapon] == 855 || playerEquipment[playerWeapon] == 857) {
    		  if (LoopAttDelay <= 1) {
    		    if (!wildyIsOff() && !AttackingOn2.wildyIsOff() && !nonWild() && !AttackingOn2.nonWild()) {
    			if (RingOfLife == true && EnemyHP <= (int)((double)((double)getLevelForXP(EnemyHPExp) / 10.0) + 0.5)) {
    				PlayerHandler.players[AttackingOn].SafeMyLife = true;
    			} else {
    				if (PlayerHandler.players[AttackingOn].IsDead == true) {
    					ResetAttack();
    				} else if(!UseBow){
    					if (PlayerHandler.players[AttackingOn].playerEquipment[playerRing] == 2550) {
    					//actionAmount++;
    					//setAnimation(playerSEA);
    					PlayerHandler.players[AttackingOn].hitUpdateRequired = true;
    					PlayerHandler.players[AttackingOn].updateRequired = true;
    					PlayerHandler.players[AttackingOn].appearanceUpdateRequired = true;
    					NewHP -= 5;
    					updateRequired = true;
    	 				hitUpdateRequired = true;
                                            if(playerEquipment[playerWeapon] == 5698) {
                                            AttackingOn2.PoisonPlayer();
                                            hitDiff = misc.random(playerMaxHit);
    					PlayerHandler.players[AttackingOn].hitUpdateRequired = true;
    					PlayerHandler.players[AttackingOn].updateRequired = true;
    					PlayerHandler.players[AttackingOn].appearanceUpdateRequired = true;
                                            }
                                            AttackingOn2.KillerId = playerId;
                                            AttackingOn2.inCombat();
                                            setAnimation(GetWepAnim());
                                            if(playerEquipment[playerWeapon] == 4726)
                                            {
                                            stillgfx(398, absY, absX);
                                            }
                                            AttackingOn2.setAnimation(GetBlockAnim(AttackingOn2.playerEquipment[playerWeapon]));
                                            LoopAttDelay = PkingDelay+10;
    					if ((EnemyHP - hitDiff) < 0) {
    						hitDiff = EnemyHP;
    					}
                                            addSkillXP(hitDiff, 3);
    					PlayerHandler.players[AttackingOn].hitDiff = hitDiff;
    					//PkingDelay = wepdelay;
    				}
    				else if(PlayerHandler.players[AttackingOn].playerEquipment[playerRing] != 2550) {
    							//actionAmount++;
    					//setAnimation(playerSEA);
    					PlayerHandler.players[AttackingOn].hitUpdateRequired = true;
    					PlayerHandler.players[AttackingOn].updateRequired = true;
    					PlayerHandler.players[AttackingOn].appearanceUpdateRequired = true;
    					NewHP -= 5;
                                            if(playerEquipment[playerWeapon] == 5698) {
                                            AttackingOn2.PoisonPlayer();
                                            hitDiff = misc.random(playerMaxHit);
    					PlayerHandler.players[AttackingOn].hitUpdateRequired = true;
    					PlayerHandler.players[AttackingOn].updateRequired = true;
    					PlayerHandler.players[AttackingOn].appearanceUpdateRequired = true;
                                            }
                                            AttackingOn2.KillerId = playerId;
                                            AttackingOn2.inCombat();
                                            setAnimation(GetWepAnim());
                                            if(playerEquipment[playerWeapon] == 4726)
                                            {
                                            stillgfx(398, absY, absX);
                                            }
                                            AttackingOn2.setAnimation(GetBlockAnim(AttackingOn2.playerEquipment[playerWeapon]));
                                            LoopAttDelay = PkingDelay+10;
    					if ((EnemyHP - hitDiff) < 0) {
    						hitDiff = EnemyHP;
    					}
                                            addSkillXP(hitDiff, 3);
    					PlayerHandler.players[AttackingOn].hitDiff = hitDiff;
    					//PkingDelay = wepdelay;
    				}
    	
                                        else if(UseBow){
                                            if(!HasArrows){ 
                                            sendMessage("There's no arrows left in your quiver");
                                            ResetAttack();
                                            }
                                            else if(HasArrows){
    					//actionAmount++;
    					//setAnimation(playerSEA);
                                            DeleteArrow();
                                            if(playerEquipment[playerWeapon] != 4214 && playerEquipmentN[playerArrows] != 0)
                                            ItemHandler.addItem(playerEquipment[playerArrows], EnemyX, EnemyY, 1, playerId, false);
                                            setAnimation(426);
    					PlayerHandler.players[AttackingOn].hitUpdateRequired = true;
    					PlayerHandler.players[AttackingOn].updateRequired = true;
    					PlayerHandler.players[AttackingOn].appearanceUpdateRequired = true;
                                            AttackingOn2.KillerId = playerId+10;
                                            AttackingOn2.inCombat();
                                             inCombat(); 
                                            teleportToX = absX;   
                                            teleportToY = absY; 
                                            AttackingOn2.setAnimation(GetBlockAnim(AttackingOn2.playerEquipment[playerWeapon]));
                                            LoopAttDelay = PkingDelay;
    					if ((EnemyHP - hitDiff) < 0) {
    						hitDiff = EnemyHP;
    					}
                                            addSkillXP(hitDiff, 3);
    					PlayerHandler.players[AttackingOn].hitDiff = hitDiff;
    					//PkingDelay = wepdelay;
                                            }
    				}
    			}
    			return true;
    			}
    		    } else {
    		      sendMessage("This player is in a safe zone and cannot be attacked");
    		      ResetAttack();
    		    }
    		  }
    		}}
    		return false;
    		}
    go in game spawn item '2550' and put it on, again when attacked it will take 5 every hit, to change this change the bit to this:
    Code:
    NewHP -= 5;
    to this:
    Code:
    hitDiff = 10 + misc.random(60);
    		NewHP -= hitDiff;
    that means it is always going to hit over 10 but add a random number under 60
     

  2. #2  
    Rando
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    Wow... 'Explain' How You Do It Pimpscape Is Gay Incase You Didn't Know
     

  3. #3  
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    i dont know what you mean LOL
     

  4. #4  
    Registered Member -owned-'s Avatar
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    i get errors..
    Check out my recently published content on AC:

    [Only registered and activated users can see links. ]
     

  5. #5  
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    like

    (i would love to know)
     

  6. #6  
    Rando
    Guest
    I Mean, Pimpscape Is Gay... Therefore Only Gay's use It.. You Are A "Decent" Coder Therefore Why Are You Using Pimpscape?
     

  7. #7  
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    this tut was writen on pimpscape and my current server is testscape so....
     

  8. #8  
    darkflare81
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    Quote Originally Posted by Rando View Post
    I Mean, Pimpscape Is Gay... Therefore Only Gay's use It.. You Are A "Decent" Coder Therefore Why Are You Using Pimpscape?
    ok first of all dude you probably dont even know what a void is and he/shes been releasing decent tutorials what have you released huh, I thought so please keep your comments about someone elses stuff to yourself
     

  9. #9  
    Rando
    Guest
    Quote Originally Posted by darkflare81 View Post
    ok first of all dude you probably dont even know what a void is and he/shes been releasing decent tutorials what have you released huh, I thought so please keep your comments about someone elses stuff to yourself
    I Own You.... I've Had Other Accounts ***, I've Released Full Range GFX I Released Full Specs, I Released Much Much More So GTFO Unless You Can Code
     

  10. #10  
    SilverFang
    Guest
    what are these account rando. prove that you have.
    enough of the flame, who cares what source this is coded in. its a tutorial, i really agree with Darkflare.
     

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