first open client.java find this:
replace it whit this:
now add spec Work! Made By Patrickftww
find this:
change it to this:
now save and close client.java and open player.java
first add this:
replace that void whit this void:
Save and compile.
Credits: Patrickftww, Minutes.
Note : This maybe a little bugged but it fixes that run bugg with melee.
- 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;
- 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.