Ok find in your ObjectOption1 the case for wildy jumping if you dont have it just add this beneath the switch, if you do, replace it:
Code:
case 23271:
p.jumpDelay = 5;
if (p.absY > p.clickY) {
p.jumpUpdateReq = true;
p.reqWalkQueueBack(p.absX, p.clickY - 1);
}
if (p.absY < p.clickY) {
p.jumpUpdateReq = false;
p.reqWalkQueue(p.absX, p.clickY + 2);
}
break;
Then open Player.java and add this to your process:
Code:
if (jumpDelay > 0) {
jumpDelay--;
jumpUpdateReq = true;
}
if (jumpUpdateReq) {
if (jumpDelay >= 1) {
runEmote = walkEmote = 2750;
updateReq = appearanceUpdateReq = true;
}
if (jumpDelay <= 0) {
playerWeapon.setWeapon();
jumpDelay = 0;
updateReq = appearanceUpdateReq = true;
}
jumpUpdateReq = false;
}
Then add these 2 voids:
Code:
public void reqWalkQueue(int x, int y) {
int firstX = x - (mapRegionX - 6) * 8;
int firstY = y - (mapRegionY - 6) * 8;
Engine.playerMovement.resetWalkingQueue(this);
Engine.playerMovement.addStepToWalkingQueue(firstX, firstY, this);
Engine.playerMovement.addStepToWalkingQueue(firstX, firstY+1, this);
Engine.playerMovement.addStepToWalkingQueue(firstX, firstY+2, this);
}
public void reqWalkQueueBack(int x, int y) {
int firstX = x - (mapRegionX - 6) * 8;
int firstY = y - (mapRegionY - 6) * 8;
Engine.playerMovement.resetWalkingQueue(this);
Engine.playerMovement.addStepToWalkingQueue(firstX, firstY, this);
Engine.playerMovement.addStepToWalkingQueue(firstX, firstY-1, this);
Engine.playerMovement.addStepToWalkingQueue(firstX, firstY-2, this);
}
Also if you do or do not have these replace/add them:
Code:
/**
* Wilderness ditch jump data.
*/
public int jumpDelay = 0;
public boolean jumpUpdateReq = false;
The problem with the persons code was that the process was halting the walking when it updated the player so I fixed that by calling each step one at a time.
Credits 90% to the person that made the base, 10% to me for fixing it.
Edit: It may not look correct on the first go but all other times it does, dont ask me why.
Edit: Edit: Heres the fix for not jumping back:
Code:
case 23271:
return 2;
Add that beneath the switch beneath the private int objectSize