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    Fix delta pvp following. Melee only (Yet)

    i just did
    i just did
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    Number of posts : 562
    Rep: : 32
    Registration date : 2009-03-14
    Age : 33

    Fix delta pvp following. Melee only (Yet) Empty Fix delta pvp following. Melee only (Yet)

    Post  i just did Sat Mar 21, 2009 4:11 am

    first open client.java find this:

    Code:

    if (GoodDistance(EnemyX, EnemyY, absX, absY, 1) == true && !UseBow && !UseCrossBow && !UseRing) {

    replace it whit this:

    Code:

          if (((GoodDistance(EnemyX, EnemyY, absX, absY, 1) && !isMoving) ||  (GoodDistance(EnemyX, EnemyY, absX, absY, 3) && isMoving))&& !UseBow && !UseCrossBow && !UseRing ) {

    now add spec Work! Made By Patrickftww

    find this:

    Code:

    if(specOn == true && AttackingOn2.currentHealth > 0 && GoodDistance(EnemyX, EnemyY, absX, absY, 1)){//players

    change it to this:

    Code:

    f(specOn == true && AttackingOn2.currentHealth > 0 && (((GoodDistance(EnemyX, EnemyY, absX, absY, 1) && !isMoving) ||  (GoodDistance(EnemyX, EnemyY, absX, absY, 3) && isMoving))&& !UseBow && !UseCrossBow && !UseRing )){//players

    now save and close client.java and open player.java

    first add this:


    Code:


       public boolean isMoving = false;
    then find this:

    Code:

    public void updateThisPlayerMovement(stream str) {

    replace that void whit this void:

    Code:


       public void updateThisPlayerMovement(stream str) {
          if (mapRegionDidChange) {
             str.createFrame(73);
             str.writeWordA(mapRegionX + 6); // for some reason the client substracts 6
             // from those values
             str.writeWord(mapRegionY + 6);
          }

          if (didTeleport == true) {
             str.createFrameVarSizeWord(81);
             str.initBitAccess();
             str.writeBits(1, 1);
             str.writeBits(2, 3);
             // updateType
             str.writeBits(2, heightLevel);
             str.writeBits(1, 1);
             // set to true, if discarding (clientside) walking queue
             str.writeBits(1, (updateRequired) ? 1 : 0);
             str.writeBits(7, currentY);
             str.writeBits(7, currentX);
             return;
          }

          if (dir1 == -1) {
             isMoving = false;
             // don't have to update the character position, because we're just
             // standing
             str.createFrameVarSizeWord(81);
             str.initBitAccess();
             if (updateRequired) {
                // tell client there's an update block appended at the end
                str.writeBits(1, 1);
                str.writeBits(2, 0);
             } else {
                str.writeBits(1, 0);
             }
             if (DirectionCount < 50) {
                DirectionCount++;
             }
          } else {
             
             DirectionCount = 0;
             str.createFrameVarSizeWord(81);
             str.initBitAccess();
             str.writeBits(1, 1);

             if (dir2 == -1) {
                isMoving = true;
                // send "walking packet"
                str.writeBits(2, 1);
                // updateType
                str.writeBits(3, misc.xlateDirectionToClient[dir1]);
                if (updateRequired)
                   str.writeBits(1, 1);
                // tell client there's an update block appended at the end
                else
                   str.writeBits(1, 0);
             } else {
                isMoving = true;
                // send "running packet"
                str.writeBits(2, 2);
                // updateType
                str.writeBits(3, misc.xlateDirectionToClient[dir1]);
                str.writeBits(3, misc.xlateDirectionToClient[dir2]);
                if (updateRequired)
                   str.writeBits(1, 1);
                // tell client there's an update block appended at the end
                else
                   str.writeBits(1, 0);
                if (playerEnergy > 0) {
                   playerEnergy -= 1;
                } else {
                   isRunning2 = false;
                }
             }
          }

       }


    Save and compile.

    Credits: Patrickftww, Minutes.

    Note : This maybe a little bugged but it fixes that run bugg with melee.

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