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Messages - The Unholy

Pages: [1] 2 3
1
Snippets / Re: Information on questtab
« on: April 05, 2011, 09:32:33 pm »
Looks good.

2
Tutorials / Re: [DELTA] Full Dharok effect! [DELTA]
« on: April 04, 2011, 04:55:27 pm »
I know, how to add it is exceptionally easy, though I'm pretty sure many people that don't already have it would want the methods.

3
Snippets / Re: Construction base
« on: April 01, 2011, 10:55:03 pm »
Everyone likes compliments, and everyone encourages CC every now and again, but not on EVERY SINGLE THREAD they make.

4
Tutorials / Re: [DELTA] Full Dharok effect! [DELTA]
« on: April 01, 2011, 04:20:20 pm »
Sorted it, it's because the method had very few spaces and was quite long so when I pasted it onto the forum it put a large space there.

5
Tutorials / Re: [DELTA] Object Thieving! [DELTA]
« on: April 01, 2011, 04:18:10 pm »
My response; I don't care.  :<3:

6
Snippets / Re: Working darklight.
« on: March 31, 2011, 07:34:56 pm »
I know ;)

7
Tutorials / [DELTA] Full Dharok effect! [DELTA]
« on: March 31, 2011, 07:25:35 pm »
Difficulty: 1/10
Files edited: Client.Java
Credits: The Unholy


This tutorial will teach you how to maximize a players damage capability while wearing certain items. And teach you how to make the hit higher according to how low the players HP is (You could also reverse this, making the weapon hit higher if it's wearers HP is higher).

Open up Client.java and go to your list of booleans, or simply search for:
Code: [Select]
public boolean inPcBoat() {
You should see something like:
Code: [Select]
  public boolean inPcBoat() {
    if (absX >= 2660 && absX <= 2663 && absY >= 2638 && absY <=2643) {
      return true;

    } else {
      return false;
    }
  }

Underneath that add
Code: [Select]
public boolean FullDharokEquipped() {
if(playerEquipment[playerHat] == 4716 && playerEquipment[playerChest] == 4720 && playerEquipment[playerLegs] == 4722 && playerEquipment[playerWeapon] == 4718)
{
return true;
}
return false;
}

Basically, if you're wearing 4716, 4718, 4720 and 4722 (Full dharok) it will be recognised as FullDharokEquipped.
All this code is used for, is shortening the method you're about to add to FullDharokEquipped() instead of adding of having to add the whole method for each piece. Saves A LOT of time.

Now search for:
Code: [Select]
AttackingOn2.playerLevel[5] -= hitDiff/ 3;
And you should see:
Code: [Select]
AttackingOn2.playerLevel[5] -= hitDiff/ 3;
AttackingOn2.sendQuest("" + AttackingOn2.playerLevel[5] + "", 4012);
AttackingOn2.sendFrame126("Prayer: "+AttackingOn2.playerLevel[5]+"/"+AttackingOn2.getLevelForXP(playerXP[5])+"", 687);
}

Below that method add
Code: [Select]
if(FullDharokEquipped() && misc.random(2)==1 && currentHealth >= 70 && currentHealth <= 89){
if(!AttackingOn2.ProtMelee){

hitDiff = misc.random(10) + misc.random(playerMaxHit) + misc.random(StrPrayer);
}
}
if(FullDharokEquipped() && misc.random(2)==1 && currentHealth >= 50 && currentHealth <= 69){
if(!AttackingOn2.ProtMelee){

hitDiff = misc.random(22) + misc.random(playerMaxHit) + misc.random(StrPrayer);
}
}
if(FullDharokEquipped() && misc.random(2)==1 && currentHealth > 28 && currentHealth <= 49){
if(!AttackingOn2.ProtMelee){

hitDiff = misc.random(34) + misc.random(playerMaxHit) + misc.random(StrPrayer);

}
}
if(FullDharokEquipped() && misc.random(2)==1 && currentHealth > 14 && currentHealth <= 27){
if(!AttackingOn2.ProtMelee){

hitDiff = misc.random(46) + misc.random(playerMaxHit) + misc.random(StrPrayer);

}
}
if(FullDharokEquipped() && misc.random(2)==1 && currentHealth > 3 && currentHealth <= 13){
if(!AttackingOn2.ProtMelee){

hitDiff = misc.random(58) + misc.random(playerMaxHit) + misc.random(StrPrayer);

}
}
if(FullDharokEquipped() && misc.random(2)==1 && currentHealth > 0 && currentHealth <= 2){
if(!AttackingOn2.ProtMelee){

hitDiff = misc.random(75) + misc.random(playerMaxHit) + misc.random(StrPrayer);

}
}

Basically, providing FullDharokEquipped is active (The player must be wearing full Dharok) you will hit a random hit of whatever is in the misc.random(#) method plus a random hit between 0 and your Max Hit. Pretty awesome eh? ;) Making the maximum hit on a player, proving the user has 1 hp and some strength boosting prayer on, 99! To change the max hit, edit the number in the brackets within the misc.random(#) method :) To make players hit higher at lower HP or visa versa, edit the Hitpoint margins.  :love:



8
Help / Re: Npc Dialogue
« on: March 31, 2011, 07:02:37 pm »
Code: [Select]
if(NPCID == 1552) {
talk("Hello welcome", 1552);
}

9
Snippets / Re: Working darklight.
« on: March 31, 2011, 06:56:25 pm »
Code: [Select]
if(plr.playerEquipment[plr.playerWeapon] == 6746 && (npcs[NPCID].npcType == 82 || npcs[NPCID].npcType == 83 || npcs[NPCID].npcType == 84)){
hitDiff = 15 + misc.random(20);
}

There, that code is set to work for Lesser, Greater and Black demons.

10
Snippets / Working darklight.
« on: March 31, 2011, 06:49:09 pm »
Well, this is the snippet section and code doesn't get any smaller than this  :fp:

Basically, when using the Dark light and fighting lesser demons, the sword will always hit 15 + a random amount between 0 and 20. Have fun :D
Code: [Select]
if(plr.playerEquipment[plr.playerWeapon] == 6746 && (npcs[NPCID].npcType == 82)){
hitDiff = 15 + misc.random(20);
}

NOTE: With this code I'm sure you could work out how to make certain items super effective against a certain monster, or certain monsters, to add multiple NPC id's follow the below routine.
Code: [Select]
if(plr.playerEquipment[plr.playerWeapon] == 35 && (npcs[NPCID].npcType == 1 || npcs[NPCID].npcType == 2 || npcs[NPCID].npcType == 3 )){
hitDiff = 7;
}

This code causes the Excalibur to always one-hit men (Dealing 7 damage every time, the amount of HP men have!)

If it wasn't already obvious, yes this is how you can make the anger weapons hit high on the angry NPCs.

11
Very well deserved in my opinion. Though I don't intend to let him win next time ;) Haha. Well done mate.

12
Snippets / Re: A construction area! [For AdotSells's construction!]
« on: March 31, 2011, 06:22:29 pm »
Haha, you're welcome bro. And Sajon check my source released, it's delta, so you'll find it easy to work with.

13
Snippets / Re: Construction base
« on: March 30, 2011, 10:06:07 pm »
Nice, I've made a snippet helping those that wish to get the boolean working for certain areas :)

14
Snippets / A construction area! [For AdotSells's construction!]
« on: March 30, 2011, 10:05:37 pm »
Well after reading his tutorial it had come to my attention that many people won't understand how to add a 'construction' area so allow me.

First open up client.java and add this command anywhere underneath and existing command
Code: [Select]
if (command.startsWith("construction") && playerLevel[11] > 0){ //need at least 0 firemaking, you can change this if you want.
triggerTele(2069, 3221, 0);
} else {
("You need a firemaking level of 0 to teleport there!");
}
}

Then, search for:
Code: [Select]
public boolean pickUpItem(int item, int amount) {

Now replace his boolean for construction area with this:
Code: [Select]
public boolean inConstruction() {
      if(absX >= 2048 && 2108 <= 3250 && absY >= 3136 && absY <= 3263)
      return true;
      else
      return false;
      }

If your XCoord is between 2048 and 2108 and your YCoord is between 3136 and 3263 you can build objects, if it's not, you can't! That's what the command is for! Have fun! :) If you get 100 errors adding the command, remove one of the braces. I've typed this by hand so it probably fails  :tf:

15
Tutorials / Re: Make your own 317 items!!
« on: March 30, 2011, 06:16:17 pm »
If someone feels more comfortable using non renamed then you should have no problem with it. A lot of people have moved on to 474+ now, but just look at the majority still using 317 because it's what they know and are used to. The same thing goes for non-renamed to renamed clients.

OT: This, if anything, should be a snippet. Though I'm sure it's more client related.

No, people use non-renamed clients because they don't know any better. They use them because Bluur's client is non-renamed, and many inexperienced people use Delta sources. This isn't always the case, I know, but this is true for the most part.

Many 'newbies' often use Delta/Bluur mix and Silab, yes. This is because Delta and Silab aren't packaged (like 508 sources, and like PI which granted is MUCH more stable) Therefore taking the standard from of 317's since I can remember. Where as, yes, I'm sure if many of them 'newbies' understood packaged sources, search as 503+ and PI then yes, they may choose them over Delta/Silab. Though like I, they often use what they're more comfortable with. No one gives a damn what anyone else thinks, they're not the ones coding, it has nothing to do with them what base is being used and they have no reason to be bitchy about it (Not a personal stab at you). That's it.  Locked

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