Thread: How can I make players drop all their items in a 508 server?

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  1. #1 How can I make players drop all their items in a 508 server? 
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    I have been trying to fix this odd issue for a few weeks now and can't seem to change it. I see my death data inside of my player.java and it has a bunch of code relating to pvp and pvp drops, something I don't want to have. I want it to be like classic runescape where if you die, you lose everything, no matter where you are (idc about keeping 3 items). Does anyone have a solution to my problem? I'll rep anyone who helps me to find a solution or resolve my issue !


    Many thanks,


    Will

    P.S.

    Here is my death data located inside of my player.java

    /**
    * Death data.
    */
    public static int FOODdrop[] = {385, 391, 315, 379};
    public static int randomFOODdrop()
    {
    return FOODdrop[(int)(Math.random()*FOODdrop.length)];
    }
    public static int PVPdrop[] = {2366, 2368, 12994, 12964, 12971, 12978, 12929, 12922, 12862, 12861, 12860, 12680, 12674, 12672, 3779};
    public static int randomPVPdrop()
    {
    return PVPdrop[(int)(Math.random()*PVPdrop.length)];
    }
    public void applyDead() {
    if (deathDelay >=-1) {
    if (faceToReq != 65535) {
    requestFaceTo(65535);
    }
    }


    requestAnim(7197, 0);
    if (deathDelay <= -1) {
    {


    Engine.items.createGroundItem(526, 1, absX, absY, heightLevel, "");
    Engine.items.createGroundItem(385, 1, absX, absY, heightLevel, "");
    Engine.items.createGroundItem(randomPVPdrop(), 1, absX, absY, heightLevel, "");
    Engine.items.createGroundItem(randomFOODdrop(), 1, absX, absY, heightLevel, "");
    Engine.items.createGroundItem(995, Misc.random(1000), absX, absY, heightLevel, "");
    Engine.items.createGroundItem(385, 1, absX, absY, heightLevel, "");
    Engine.items.createGroundItem(385, 1, absX, absY, heightLevel, "");
    Engine.items.createGroundItem(385, 1, absX, absY, heightLevel, "");
    Engine.items.createGroundItem(385, 1, absX, absY, heightLevel, "");
    Engine.items.createGroundItem(385, 1, absX, absY, heightLevel, "");
    }


    frames.sendMessage(this, "<img=1><col=FF0000> You just died,<img=1>");
    frames.sendMessage(this, "<img=1><col=FF0000>get revenge and return to the wild !<img=1>");
    appearanceUpdateReq = true;
    updateReq = true;


    if(bountyArea()) {
    Engine.bountyhunter.leaveBounty(this);
    }

    afterDeathUpdateReq = true;
    Player p2 = Engine.players[DuelPartner];


    followingPlayer = false;
    followPlayer = 0;
    Overlay = 0;

    if(AtCastleWars())
    {
    if(CWTeam == 0)
    {
    setCoords(2425+Misc.random(4), 3075+Misc.random(4), 1);
    }
    else
    {
    setCoords(2370+Misc.random(4), 3128+Misc.random(4), 1);
    }
    if(equipment[3] == 4037 && CWTeam == 1)
    {
    Engine.SaradominFlag = false;
    equipment[3] = -1;
    equipmentN[3] = 0;
    appearanceUpdateReq = true;
    updateReq = true;
    frames.setItems(this, 387, 28, 94, equipment, equipmentN);
    }
    if(equipment[3] == 4039 && CWTeam == 0)
    {
    Engine.ZamorakFlag = false;
    equipment[3] = -1;
    equipmentN[3] = 0;
    appearanceUpdateReq = true;
    updateReq = true;
    frames.setItems(this, 387, 28, 94, equipment, equipmentN);
    }
    }
    else if(AtPits())
    {
    GameStarted = false;
    setCoords(2395+Misc.random(8), 5170+Misc.random(4), 0);
    frames.sendMessage(this, "You lost.");
    }
    else

    if(AtClanField())
    {
    for(Player pz : Engine.players) {
    if (pz != null) {
    if(pz.clanchat == clanchat)
    {
    //pz.ClanCount -= 1;
    }}}

    if(ClanSide == 1)
    {
    setCoords(3320, 3781, clanheight);
    }
    else
    {
    setCoords(3320, 3770, clanheight);
    }

    }
    else
    if(p2 != null && DuelPartner != 0)
    {
    if(p2.AtDuel())
    {
    for(Player pz : Engine.players) {
    frames.sendMessage(pz, "<col=FF00FF>"+p2.username+ " Level: " +p2.combatLevel+" defeated "+ username+" Level: "+combatLevel+"." );
    }

    p2.skillLvl[3] = p2.getLevelForXP(3);
    p2.frames.setSkillLvl(p2, 3);

    skulledDelay = 0;
    setCoords(DuelX, DuelY, 0);
    p2.pkp += 1;
    p2.setCoords(p2.DuelX, p2.DuelY, 0);
    frames.showInterface(p2, 633);
    frames.setString(p2, combatLevel+"", 633, 21);
    frames.setString(p2, username, 633, 22);
    frames.sendMessage(p2, "You have defeated " + username + ".");
    ResetDuel();
    p2.ResetDuel();
    }
    }
    else
    {
    setCoords(2468, 3190, 0);
    }

    }
    }
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  2. #2  
    Ballin~
    Wulfite's Avatar
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    I have no clue how to fix but please put the code into
    Spoiler for code:
    g
    it makes it so it doesn't take half the page up .
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