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Hello Rune-server!
Today I've decided to release my Agility base for Delta, however I was using Czar when i made this so you might have to tweak the code a bit, and if not you're good to go
The reason why this is a 'base' is because i didnt set up all the agility courses, like the Brimhaven one. So yeah, that's why.
So let's get started!
Step 1:
First you need to add these methods... Wait how the fuck can we start without the Agility class?!
So here it is!
Agility.java by WaleedScape - Pastebin.com
Step 2:
Now we need the important methods
Open up player.java and add this:
What this does is to take a random partyhat and add it (with your quantity of choice)Code:public static int partyhats[] = {1038,1040,1042,1044,1046,1048}; public static int randomPartyHat() { return partyhats[(int)(Math.random()*partyhats.length)]; }
We will need this further on in the tutorial.
Along with that method, you will need these variables as well.
Code:public boolean wasRunning; public int agilityTimer; public int clickCount; public boolean isRunning2; public boolean stoprunning; public int Running; public int playerSE = 0x328; public int playerSEW = 0x333; public int playerSER = 0x338; public int playerSEA = 0x326;Step 3:
After you've added those methods and variables, add this big method to Client.java:
This method controls the moving back and forth process while using the agility courses. e.g swing on a rope, while doing the rope swing the coord tiles will move you across the obstacle without interrupting the frame movement.Code:public void walkTo_old(int X, int Y) { int firstStepX = inStream.readSignedWordBigEndianA(); int tmpFSX = X; X -= mapRegionX * 8; for (i = 1; i < newWalkCmdSteps; i++) { newWalkCmdX[i] = inStream.readSignedByte(); newWalkCmdY[i] = inStream.readSignedByte(); tmpNWCX[i] = newWalkCmdX[i]; tmpNWCY[i] = newWalkCmdY[i]; } newWalkCmdX[0] = newWalkCmdY[0] = tmpNWCX[0] = tmpNWCY[0] = 0; int firstStepY = inStream.readSignedWordBigEndian(); int tmpFSY = Y; Y -= mapRegionY * 8; newWalkCmdIsRunning = inStream.readSignedByteC() == 1; for (i = 0; i < newWalkCmdSteps; i++) { newWalkCmdX[i] += X; newWalkCmdY[i] += Y; } }
OK!!! Now the next step is to add the objects! Friggin duuhhh...
Now, i have a separate class for objects in my server, so you will have to convert these to objects, or, make a new void with this switch statement. Easy
Well, that is pretty much it guys. If you want you can post a screenie but I don't care really. So yeah, gl!Code:// Gnome Agility case 2295: if (c.absX == 2474 && c.absY == 3436) { if (c.isRunning2) { c.isRunning2 = false; c.wasRunning = true; } else { c.isRunning2 = false; c.wasRunning = false; } c.playerSEW = 762; c.walkTo_old(2474, 3429); c.addSkillXP(300, 16); c.addItem(2996, 1); c.agilityTimer = 8; } break; case 2320: if (c.absX == 2478 && c.absY == 3426) { c.anim(744); c.walkTo_old(2478, 3420); c.addSkillXP(150, 16); c.addItem(2996, 1); } break; case 2313: if (c.absX == 2473 && c.absY == 3423 || c.absX == 2472 && c.absY == 3422 || c.absX == 2474 && c.absY == 3422) { c.teleportToX = 2473; c.teleportToY = 3420; c.heightLevel = 2; c.addSkillXP(150, 16); c.addItem(2996, 1); } break; case 2312: if (c.absX == 2477 && c.absY == 3420) { if (c.isRunning2) { c.isRunning2 = false; c.wasRunning = true; } else { c.isRunning2 = false; c.wasRunning = false; } c.playerSEW = 762; c.walkTo_old(2483, 3420); c.addSkillXP(500, 16); c.addItem(2996, 1); c.agilityTimer = 8; } break; case 2314: if (c.GoodDistance(c.absX, c.absY, objectX, objectY, 1)) { c.anim(828); c.addSkillXP(350, 16); c.addItem(2996, 1); c.teleportToX = 2487; c.teleportToY = 3420; c.heightLevel = 0; } break; case 2315: if (c.GoodDistance(c.absX, c.absY, objectX, objectY, 1)) { c.anim(828); c.teleportToX = 2487; c.teleportToY = 3420; c.heightLevel = 0; c.addSkillXP(300, 16); c.addItem(2996, 1); } break; case 2285: if (c.absX >= 2471 && c.absY == 3426 && c.absX <= 2476) { c.anim(828); c.teleportToX = c.absX; c.teleportToY = c.absY-2; c.heightLevel = 1; c.addSkillXP(300, 16); c.addItem(2996, 1); } break; case 2286: if (c.absX == 2485 && c.absY == 3425) { c.anim(828); c.teleportToX = 2485; c.teleportToY = 3427; c.addSkillXP(300, 16); c.addItem(2996, 1); } if (c.absX == 2486 && c.absY == 3425) { c.anim(828); c.teleportToX = 2486; c.teleportToY = 3427; c.addSkillXP(300, 16); c.addItem(2996, 1); } if (c.absX == 2487 && c.absY == 3425) { c.anim(828); c.teleportToX = 2487; c.teleportToY = 3427; c.addSkillXP(300, 16); c.addItem(2996, 1); } if (c.absX == 2488 && c.absY == 3425) { c.anim(828); c.teleportToX = 2488; c.teleportToY = 3427; c.addSkillXP(300, 16); c.addItem(2996, 1); } if (c.absX == 2484 && c.absY == 3425) { c.anim(828); c.teleportToX = 2484; c.teleportToY = 3427; c.addSkillXP(150, 16); c.addItem(2996, 1); } if (c.absX == 2483 && c.absY == 3425) { c.anim(828); c.teleportToX = 2483; c.teleportToY = 3427; c.addSkillXP(300, 16); c.addItem(2996, 1); } break; case 154: if (c.absX == 2484 && c.absY == 3430) { c.anim(749); c.walkTo_old(2484, 3437); c.addSkillXP(300, 16); c.addItem(2996, 1); } break; case 4058: if (c.absX == 2487 && c.absY == 3430) { c.anim(749); c.walkTo_old(2487, 3437); c.addSkillXP(300, 16); c.addItem(2996, 1); } break; // End Gnome Agility // Barbarian Agility case 2287: if (c.playerLevel[16] >= 30) { if (c.absX == 2552 && c.absY == 3558) { c.anim(749); //entrancepipe c.walkTo_old(2552, 3561); } else if (c.absX == 2552 && c.absY == 3561) { c.anim(749); //entrancepipe c.walkTo_old(2552, 3558); } } else { c.Send("You must be level 30 Agility or higher to try these."); } break; case 2302: if (c.absX == 2536 && c.absY == 3547 && c.playerLevel[16] >= 30) { if (c.isRunning2) { c.isRunning2 = false; c.wasRunning = true; } else { c.isRunning2 = false; c.wasRunning = false; } c.playerSEW = 756; c.walkTo_old(2532, 3547); //Ledge c.addSkillXP(700, 16); c.addItem(2996, 2); c.agilityTimer = 9; } else if (c.playerLevel[16] < 30) { c.Send("You must be level 30 Agility or higher to try these."); } break; case 3205: if (c.absX == 2532 && c.absY == 3546 && c.playerLevel[16] >= 30) { c.anim(828); c.teleportToX = 2532; c.teleportToY = 3546; c.heightLevel = 0; } else if (c.playerLevel[16] < 30) { c.Send("You must be level 30 Agility or higher to try these."); } break; case 2294: if (c.absX == 2551 && c.absY == 3546 && c.playerLevel[16] >= 30) { if (c.isRunning2) { c.isRunning2 = false; c.wasRunning = true; } else { c.isRunning2 = false; c.wasRunning = false; } c.playerSEW = 762; c.walkTo_old(2541, 3546); //Log c.addSkillXP(700, 16); c.addItem(2996, 2); c.agilityTimer = 10; } else if (c.playerLevel[16] < 30) { c.Send("You must be level 30 Agility or higher to try these."); } break; case 2284: if (c.absX == 2539 && c.absY == 3546 && c.playerLevel[16] >= 30) { c.anim(828); c.teleportToX = 2538; c.teleportToY = 3546; c.heightLevel = 1; c.addSkillXP(700, 16); c.addItem(2996, 2); } if (c.absX == 2539 && c.absY == 3545 && c.playerLevel[16] >= 30) { c.anim(828); //net c.teleportToX = 2538; c.teleportToY = 3545; c.heightLevel = 1; c.addSkillXP(700, 16); c.addItem(2996, 2); } else if (c.playerLevel[16] < 30) { c.Send("You must be level 30 Agility or higher to try these."); } break; case 1948: if (c.absX == 2535 && c.absY == 3553 && c.playerLevel[16] >= 30 && c.waitTimer == 0) { if (c.isRunning2) { c.isRunning2 = false; c.wasRunning = true; } else { c.isRunning2 = false; c.wasRunning = false; } c.playerSEW = 2750; c.agilityTimer = 3; c.walkTo_old(2537,3553); c.addSkillXP(500, 16); c.addItem(2996, 2); c.waitTimer = 1; } if (c.absX == 2538 && c.absY == 3553 && c.playerLevel[16] >= 30 && c.waitTimer == 0) { if (c.isRunning2) { c.isRunning2 = true; c.wasRunning = true; } else { c.isRunning2 = true; c.wasRunning = false; } c.playerSER = 2750; c.agilityTimer = 3; c.walkTo_old(2540,3553); c.addSkillXP(500, 16); c.addItem(2996, 2); c.waitTimer = 1; } if (c.absX == 2541 && c.absY == 3553 && c.playerLevel[16] >= 30 && c.waitTimer == 0) { if (c.isRunning2) { c.isRunning2 = true; c.wasRunning = true; } else { c.isRunning2 = true; c.wasRunning = false; } c.playerSER = 2750; c.agilityTimer = 3; c.walkTo_old(2543,3553); c.addSkillXP(500, 16); c.addItem(2996, 2); c.waitTimer = 1; } if (c.playerLevel[16] < 30) { c.Send("You must be level 30 Agility or higher to try these."); } break; // End Barb Agility // Werewolf Agility case 5138: if (c.playerLevel[16] >= 60) { if (c.absX == 3538 && c.absY == 9873 && c.waitTimer == 0) { c.anim(3067); // Stone c.teleportToX = 3538; c.teleportToY = 9875; c.addSkillXP(2500, 16); c.addItem(2996, 3); c.waitTimer = 1; } if (c.absX == 3538 && c.absY == 9875 && c.waitTimer == 0) { c.anim(3067); // Stone c.teleportToX = 3538; c.teleportToY = 9877; c.addSkillXP(2500, 16); c.addItem(2996, 3); c.waitTimer = 1; } if (c.absX == 3538 && c.absY == 9877 && c.waitTimer == 0) { c.anim(3067); // Stone c.teleportToX = 3540; c.teleportToY = 9877; c.addSkillXP(2500, 16); c.addItem(2996, 3); c.waitTimer = 1; } if (c.absX == 3540 && c.absY == 9877 && c.waitTimer == 0) { c.anim(3067); // Stone c.teleportToX = 3540; c.teleportToY = 9879; c.addSkillXP(2500, 16); c.addItem(2996, 3); c.waitTimer = 1; } if (c.absX == 3540 && c.absY == 9879 && c.waitTimer == 0) { c.anim(3067); // Stone c.teleportToX = 3540; c.teleportToY = 9881; c.addSkillXP(2500, 16); c.addItem(2996, 3); c.waitTimer = 1; } } else { c.Send("You must be level 60 Agility or higher to try these."); } break; case 5133: if (c.playerLevel[16] >= 60) { if (c.absX == 3540 && c.absY == 9892) { if (c.isRunning2) { c.isRunning2 = true; c.wasRunning = true; } else { c.isRunning2 = true; c.wasRunning = false; } c.playerSER = 2750; c.agilityTimer = 4; c.walkTo_old(c.absX,c.absY+2); c.addSkillXP(2500, 16); c.addItem(2996, 3); } if (c.absX == 3540 && c.absY == 9895 && c.playerLevel[16] >= 60) { if (c.isRunning2) { c.isRunning2 = true; c.wasRunning = true; } else { c.isRunning2 = true; c.wasRunning = false; } c.playerSER = 2750; c.agilityTimer = 4; c.walkTo_old(c.absX,c.absY+2); c.addSkillXP(2500, 16); c.addItem(2996, 3); } if (c.absX == 3540 && c.absY == 9898 && c.playerLevel[16] >= 60) { if (c.isRunning2) { c.isRunning2 = true; c.wasRunning = true; } else { c.isRunning2 = true; c.wasRunning = false; } c.playerSER = 2750; c.agilityTimer = 4; c.walkTo_old(c.absX,c.absY+2); c.addSkillXP(2500, 16); c.addItem(2996, 3); } } else { c.Send("You must be level 60 Agility or higher to try these."); } break; case 5134: if (c.absX == 3542 && c.absY == 9892 && c.playerLevel[16] >= 60) { if (c.isRunning2) { c.isRunning2 = true; c.wasRunning = true; } else { c.isRunning2 = true; c.wasRunning = false; } c.playerSER = 2750; c.agilityTimer = 4; c.walkTo_old(c.absX,c.absY+2); c.addSkillXP(2500, 16); c.addItem(2996, 3); } if (c.absX == 3542 && c.absY == 9895 && c.playerLevel[16] >= 60) { if (c.isRunning2) { c.isRunning2 = true; c.wasRunning = true; } else { c.isRunning2 = true; c.wasRunning = false; } c.playerSER = 2750; c.agilityTimer = 4; c.walkTo_old(c.absX,c.absY+2); c.addSkillXP(2500, 16); c.addItem(2996, 3); } if (c.absX == 3542 && c.absY == 9898 && c.playerLevel[16] >= 60) { if (c.isRunning2) { c.isRunning2 = true; c.wasRunning = true; } else { c.isRunning2 = true; c.wasRunning = false; } c.playerSER = 2750; c.agilityTimer = 4; c.walkTo_old(c.absX,c.absY+2); c.addSkillXP(2500, 16); c.addItem(2996, 3); } if (c.playerLevel[16] < 60) { c.Send("You must be level 60 Agility or higher to try these."); } break; case 5135: if (c.absX == 3538 && c.absY == 9892 && c.playerLevel[16] >= 60) { if (c.isRunning2) { c.isRunning2 = true; c.wasRunning = true; } else { c.isRunning2 = true; c.wasRunning = false; } c.playerSER = 2750; c.agilityTimer = 4; c.walkTo_old(c.absX,c.absY+2); c.addSkillXP(2500, 16); c.addItem(2996, 3); } if (c.absX == 3538 && c.absY == 9895 && c.playerLevel[16] >= 60) { if (c.isRunning2) { c.isRunning2 = true; c.wasRunning = true; } else { c.isRunning2 = true; c.wasRunning = false; } c.playerSER = 2750; c.agilityTimer = 4; c.walkTo_old(c.absX,c.absY+2); c.addSkillXP(2500, 16); c.addItem(2996, 3); } if (c.absX == 3538 && c.absY == 9898 && c.playerLevel[16] >= 60) { if (c.isRunning2) { c.isRunning2 = true; c.wasRunning = true; } else { c.isRunning2 = true; c.wasRunning = false; } c.playerSER = 2750; c.agilityTimer = 4; c.walkTo_old(c.absX,c.absY+2); c.addSkillXP(2500, 16); c.addItem(2996, 3); } if (c.playerLevel[16] < 60) { c.Send("You must be level 60 Agility or higher to try these."); } break; case 5152: if (c.absX == 3541 && c.absY == 9904 && c.playerLevel[16] >= 60) { c.anim(749); // Pipe c.walkTo_old(3541, 9910); c.addSkillXP(5000, 16); c.addItem(2996, 3); } if (c.absX == 3538 && c.absY == 9904 && c.playerLevel[16] >= 60) { c.anim(749); // Pipe c.walkTo_old(3538, 9910); c.addSkillXP(5000, 16); c.addItem(2996, 3); } if (c.absX == 3544 && c.absY == 9904 && c.playerLevel[16] >= 60) { c.anim(749); // Pipe c.walkTo_old(3544, 9910); c.addSkillXP(5000, 16); c.addItem(2996, 3); } if (c.playerLevel[16] < 60) { c.Send("You must be level 60 Agility or higher to try these."); } break; case 5136: if (c.absX == 3533 && c.absY == 9910 && c.playerLevel[16] >= 60) { if (c.isRunning2) { c.isRunning2 = false; c.wasRunning = true; } else { c.isRunning2 = false; c.wasRunning = false; } c.playerSEW = 737; // Skulls c.walkTo_old(3530, 9910); c.addSkillXP(7500, 16); c.addItem(2996, 3); c.agilityTimer = 5; } if (c.absX == 3533 && c.absY == 9909 && c.playerLevel[16] >= 60) { if (c.isRunning2) { c.isRunning2 = false; c.wasRunning = true; } else { c.isRunning2 = false; c.wasRunning = false; } c.playerSEW = 737; // Skulls c.walkTo_old(3530, 9909); c.addSkillXP(7500, 16); c.addItem(2996, 3); c.agilityTimer = 5; } if (c.absX == 3533 && c.absY == 9911 && c.playerLevel[16] >= 60) { if (c.isRunning2) { c.isRunning2 = false; c.wasRunning = true; } else { c.isRunning2 = false; c.wasRunning = false; } c.playerSEW = 737; // Skulls c.walkTo_old(3530, 9911); c.addSkillXP(7500, 16); c.addItem(2996, 3); c.agilityTimer = 5; } if (c.playerLevel[16] < 60) { c.Send("You must be level 60 Agility or higher to try these."); } break; case 5139: if (c.absX == 3528 && c.absY == 9910 && c.playerLevel[16] >= 60) { if (c.isRunning2) { c.isRunning2 = true; c.wasRunning = true; } else { c.isRunning2 = true; c.wasRunning = false; } c.playerSER = 904; // Zipline c.walkTo_old(3528, 9871); c.addSkillXP(10000, 16); c.addItem(2996, 3); c.agilityTimer = 10; } if (c.absX == 3528 && c.absY == 9909 && c.playerLevel[16] >= 60) { if (c.isRunning2) { c.isRunning2 = true; c.wasRunning = true; } else { c.isRunning2 = true; c.wasRunning = false; } c.playerSER = 904; // Zipline c.walkTo_old(3528, 9871); c.addSkillXP(10000, 16); c.addItem(2996, 3); c.agilityTimer = 10; } if (c.playerLevel[16] < 60) { c.Send("You must be level 60 Agility or higher to try these."); } break; case 5140: if (c.absX == 3528 && c.absY == 9910 && c.playerLevel[16] >= 60) { if (c.isRunning2) { c.isRunning2 = true; c.wasRunning = true; } else { c.isRunning2 = true; c.wasRunning = false; } c.playerSER = 904; // Zipline c.walkTo_old(3528, 9871); c.addSkillXP(10000, 16); c.addItem(2996, 3); c.agilityTimer = 10; } if (c.absX == 3528 && c.absY == 9909 && c.playerLevel[16] >= 60) { if (c.isRunning2) { c.isRunning2 = true; c.wasRunning = true; } else { c.isRunning2 = true; c.wasRunning = false; } c.playerSER = 904; // Zipline c.walkTo_old(3528, 9871); c.addSkillXP(10000, 16); c.addItem(2996, 3); c.agilityTimer = 10; } if (c.playerLevel[16] < 60) { c.Send("You must be level 60 Agility or higher to try these."); } break; case 5141: if (c.absX == 3528 && c.absY == 9910 && c.playerLevel[16] >= 60) { if (c.isRunning2) { c.isRunning2 = true; c.wasRunning = true; } else { c.isRunning2 = true; c.wasRunning = false; } c.playerSER = 904; // Zipline c.walkTo_old(3528, 9871); c.addSkillXP(10000, 16); c.addItem(2996, 3); c.agilityTimer = 10; } if (c.absX == 3528 && c.absY == 9909 && c.playerLevel[16] >= 60) { if (c.isRunning2) { c.isRunning2 = true; c.wasRunning = true; } else { c.isRunning2 = true; c.wasRunning = false; } c.playerSER = 904; // Zipline c.walkTo_old(3528, 9871); c.addSkillXP(10000, 16); c.addItem(2996, 3); c.agilityTimer = 10; } else if (c.playerLevel[16] < 60) { c.Send("You must be level 60 Agility or higher to try these."); } break; // End Werewolf Agility
Thanks mate i been waiting for this
This is strong release
BTW w00t first post xD
I think youre rlly waiting screenie
Cuz you want be accomplished
Party Hat rewards from Agility?
Err... Okay then.
i must say you are getting better
btw you could make what you currently have for this
much smaller....Code:// Gnome Agility case 2295: if (c.absX == 2474 && c.absY == 3436) { if (c.isRunning2) { c.isRunning2 = false; c.wasRunning = true; } else { c.isRunning2 = false; c.wasRunning = false; } c.playerSEW = 762; c.walkTo_old(2474, 3429); c.addSkillXP(300, 16); c.addItem(2996, 1); c.agilityTimer = 8; } break; case 2320: if (c.absX == 2478 && c.absY == 3426) { c.anim(744); c.walkTo_old(2478, 3420); c.addSkillXP(150, 16); c.addItem(2996, 1); } break; case 2313: if (c.absX == 2473 && c.absY == 3423 || c.absX == 2472 && c.absY == 3422 || c.absX == 2474 && c.absY == 3422) { c.teleportToX = 2473; c.teleportToY = 3420; c.heightLevel = 2; c.addSkillXP(150, 16); c.addItem(2996, 1); } break; case 2312: if (c.absX == 2477 && c.absY == 3420) { if (c.isRunning2) { c.isRunning2 = false; c.wasRunning = true; } else { c.isRunning2 = false; c.wasRunning = false; } c.playerSEW = 762; c.walkTo_old(2483, 3420); c.addSkillXP(500, 16); c.addItem(2996, 1); c.agilityTimer = 8; } break; case 2314: if (c.GoodDistance(c.absX, c.absY, objectX, objectY, 1)) { c.anim(828); c.addSkillXP(350, 16); c.addItem(2996, 1); c.teleportToX = 2487; c.teleportToY = 3420; c.heightLevel = 0; } break; case 2315: if (c.GoodDistance(c.absX, c.absY, objectX, objectY, 1)) { c.anim(828); c.teleportToX = 2487; c.teleportToY = 3420; c.heightLevel = 0; c.addSkillXP(300, 16); c.addItem(2996, 1); } break; case 2285: if (c.absX >= 2471 && c.absY == 3426 && c.absX <= 2476) { c.anim(828); c.teleportToX = c.absX; c.teleportToY = c.absY-2; c.heightLevel = 1; c.addSkillXP(300, 16); c.addItem(2996, 1); } break; case 2286: if (c.absX == 2485 && c.absY == 3425) { c.anim(828); c.teleportToX = 2485; c.teleportToY = 3427; c.addSkillXP(300, 16); c.addItem(2996, 1); } if (c.absX == 2486 && c.absY == 3425) { c.anim(828); c.teleportToX = 2486; c.teleportToY = 3427; c.addSkillXP(300, 16); c.addItem(2996, 1); } if (c.absX == 2487 && c.absY == 3425) { c.anim(828); c.teleportToX = 2487; c.teleportToY = 3427; c.addSkillXP(300, 16); c.addItem(2996, 1); } if (c.absX == 2488 && c.absY == 3425) { c.anim(828); c.teleportToX = 2488; c.teleportToY = 3427; c.addSkillXP(300, 16); c.addItem(2996, 1); } if (c.absX == 2484 && c.absY == 3425) { c.anim(828); c.teleportToX = 2484; c.teleportToY = 3427; c.addSkillXP(150, 16); c.addItem(2996, 1); } if (c.absX == 2483 && c.absY == 3425) { c.anim(828); c.teleportToX = 2483; c.teleportToY = 3427; c.addSkillXP(300, 16); c.addItem(2996, 1); } break; case 154: if (c.absX == 2484 && c.absY == 3430) { c.anim(749); c.walkTo_old(2484, 3437); c.addSkillXP(300, 16); c.addItem(2996, 1); } break; case 4058: if (c.absX == 2487 && c.absY == 3430) { c.anim(749); c.walkTo_old(2487, 3437); c.addSkillXP(300, 16); c.addItem(2996, 1); } break; // End Gnome Agility // Barbarian Agility case 2287: if (c.playerLevel[16] >= 30) { if (c.absX == 2552 && c.absY == 3558) { c.anim(749); //entrancepipe c.walkTo_old(2552, 3561); } else if (c.absX == 2552 && c.absY == 3561) { c.anim(749); //entrancepipe c.walkTo_old(2552, 3558); } } else { c.Send("You must be level 30 Agility or higher to try these."); } break; case 2302: if (c.absX == 2536 && c.absY == 3547 && c.playerLevel[16] >= 30) { if (c.isRunning2) { c.isRunning2 = false; c.wasRunning = true; } else { c.isRunning2 = false; c.wasRunning = false; } c.playerSEW = 756; c.walkTo_old(2532, 3547); //Ledge c.addSkillXP(700, 16); c.addItem(2996, 2); c.agilityTimer = 9; } else if (c.playerLevel[16] < 30) { c.Send("You must be level 30 Agility or higher to try these."); } break; case 3205: if (c.absX == 2532 && c.absY == 3546 && c.playerLevel[16] >= 30) { c.anim(828); c.teleportToX = 2532; c.teleportToY = 3546; c.heightLevel = 0; } else if (c.playerLevel[16] < 30) { c.Send("You must be level 30 Agility or higher to try these."); } break; case 2294: if (c.absX == 2551 && c.absY == 3546 && c.playerLevel[16] >= 30) { if (c.isRunning2) { c.isRunning2 = false; c.wasRunning = true; } else { c.isRunning2 = false; c.wasRunning = false; } c.playerSEW = 762; c.walkTo_old(2541, 3546); //Log c.addSkillXP(700, 16); c.addItem(2996, 2); c.agilityTimer = 10; } else if (c.playerLevel[16] < 30) { c.Send("You must be level 30 Agility or higher to try these."); } break; case 2284: if (c.absX == 2539 && c.absY == 3546 && c.playerLevel[16] >= 30) { c.anim(828); c.teleportToX = 2538; c.teleportToY = 3546; c.heightLevel = 1; c.addSkillXP(700, 16); c.addItem(2996, 2); } if (c.absX == 2539 && c.absY == 3545 && c.playerLevel[16] >= 30) { c.anim(828); //net c.teleportToX = 2538; c.teleportToY = 3545; c.heightLevel = 1; c.addSkillXP(700, 16); c.addItem(2996, 2); } else if (c.playerLevel[16] < 30) { c.Send("You must be level 30 Agility or higher to try these."); } break; case 1948: if (c.absX == 2535 && c.absY == 3553 && c.playerLevel[16] >= 30 && c.waitTimer == 0) { if (c.isRunning2) { c.isRunning2 = false; c.wasRunning = true; } else { c.isRunning2 = false; c.wasRunning = false; } c.playerSEW = 2750; c.agilityTimer = 3; c.walkTo_old(2537,3553); c.addSkillXP(500, 16); c.addItem(2996, 2); c.waitTimer = 1; } if (c.absX == 2538 && c.absY == 3553 && c.playerLevel[16] >= 30 && c.waitTimer == 0) { if (c.isRunning2) { c.isRunning2 = true; c.wasRunning = true; } else { c.isRunning2 = true; c.wasRunning = false; } c.playerSER = 2750; c.agilityTimer = 3; c.walkTo_old(2540,3553); c.addSkillXP(500, 16); c.addItem(2996, 2); c.waitTimer = 1; } if (c.absX == 2541 && c.absY == 3553 && c.playerLevel[16] >= 30 && c.waitTimer == 0) { if (c.isRunning2) { c.isRunning2 = true; c.wasRunning = true; } else { c.isRunning2 = true; c.wasRunning = false; } c.playerSER = 2750; c.agilityTimer = 3; c.walkTo_old(2543,3553); c.addSkillXP(500, 16); c.addItem(2996, 2); c.waitTimer = 1; } if (c.playerLevel[16] < 30) { c.Send("You must be level 30 Agility or higher to try these."); } break; // End Barb Agility // Werewolf Agility case 5138: if (c.playerLevel[16] >= 60) { if (c.absX == 3538 && c.absY == 9873 && c.waitTimer == 0) { c.anim(3067); // Stone c.teleportToX = 3538; c.teleportToY = 9875; c.addSkillXP(2500, 16); c.addItem(2996, 3); c.waitTimer = 1; } if (c.absX == 3538 && c.absY == 9875 && c.waitTimer == 0) { c.anim(3067); // Stone c.teleportToX = 3538; c.teleportToY = 9877; c.addSkillXP(2500, 16); c.addItem(2996, 3); c.waitTimer = 1; } if (c.absX == 3538 && c.absY == 9877 && c.waitTimer == 0) { c.anim(3067); // Stone c.teleportToX = 3540; c.teleportToY = 9877; c.addSkillXP(2500, 16); c.addItem(2996, 3); c.waitTimer = 1; } if (c.absX == 3540 && c.absY == 9877 && c.waitTimer == 0) { c.anim(3067); // Stone c.teleportToX = 3540; c.teleportToY = 9879; c.addSkillXP(2500, 16); c.addItem(2996, 3); c.waitTimer = 1; } if (c.absX == 3540 && c.absY == 9879 && c.waitTimer == 0) { c.anim(3067); // Stone c.teleportToX = 3540; c.teleportToY = 9881; c.addSkillXP(2500, 16); c.addItem(2996, 3); c.waitTimer = 1; } } else { c.Send("You must be level 60 Agility or higher to try these."); } break; case 5133: if (c.playerLevel[16] >= 60) { if (c.absX == 3540 && c.absY == 9892) { if (c.isRunning2) { c.isRunning2 = true; c.wasRunning = true; } else { c.isRunning2 = true; c.wasRunning = false; } c.playerSER = 2750; c.agilityTimer = 4; c.walkTo_old(c.absX,c.absY+2); c.addSkillXP(2500, 16); c.addItem(2996, 3); } if (c.absX == 3540 && c.absY == 9895 && c.playerLevel[16] >= 60) { if (c.isRunning2) { c.isRunning2 = true; c.wasRunning = true; } else { c.isRunning2 = true; c.wasRunning = false; } c.playerSER = 2750; c.agilityTimer = 4; c.walkTo_old(c.absX,c.absY+2); c.addSkillXP(2500, 16); c.addItem(2996, 3); } if (c.absX == 3540 && c.absY == 9898 && c.playerLevel[16] >= 60) { if (c.isRunning2) { c.isRunning2 = true; c.wasRunning = true; } else { c.isRunning2 = true; c.wasRunning = false; } c.playerSER = 2750; c.agilityTimer = 4; c.walkTo_old(c.absX,c.absY+2); c.addSkillXP(2500, 16); c.addItem(2996, 3); } } else { c.Send("You must be level 60 Agility or higher to try these."); } break; case 5134: if (c.absX == 3542 && c.absY == 9892 && c.playerLevel[16] >= 60) { if (c.isRunning2) { c.isRunning2 = true; c.wasRunning = true; } else { c.isRunning2 = true; c.wasRunning = false; } c.playerSER = 2750; c.agilityTimer = 4; c.walkTo_old(c.absX,c.absY+2); c.addSkillXP(2500, 16); c.addItem(2996, 3); } if (c.absX == 3542 && c.absY == 9895 && c.playerLevel[16] >= 60) { if (c.isRunning2) { c.isRunning2 = true; c.wasRunning = true; } else { c.isRunning2 = true; c.wasRunning = false; } c.playerSER = 2750; c.agilityTimer = 4; c.walkTo_old(c.absX,c.absY+2); c.addSkillXP(2500, 16); c.addItem(2996, 3); } if (c.absX == 3542 && c.absY == 9898 && c.playerLevel[16] >= 60) { if (c.isRunning2) { c.isRunning2 = true; c.wasRunning = true; } else { c.isRunning2 = true; c.wasRunning = false; } c.playerSER = 2750; c.agilityTimer = 4; c.walkTo_old(c.absX,c.absY+2); c.addSkillXP(2500, 16); c.addItem(2996, 3); } if (c.playerLevel[16] < 60) { c.Send("You must be level 60 Agility or higher to try these."); } break; case 5135: if (c.absX == 3538 && c.absY == 9892 && c.playerLevel[16] >= 60) { if (c.isRunning2) { c.isRunning2 = true; c.wasRunning = true; } else { c.isRunning2 = true; c.wasRunning = false; } c.playerSER = 2750; c.agilityTimer = 4; c.walkTo_old(c.absX,c.absY+2); c.addSkillXP(2500, 16); c.addItem(2996, 3); } if (c.absX == 3538 && c.absY == 9895 && c.playerLevel[16] >= 60) { if (c.isRunning2) { c.isRunning2 = true; c.wasRunning = true; } else { c.isRunning2 = true; c.wasRunning = false; } c.playerSER = 2750; c.agilityTimer = 4; c.walkTo_old(c.absX,c.absY+2); c.addSkillXP(2500, 16); c.addItem(2996, 3); } if (c.absX == 3538 && c.absY == 9898 && c.playerLevel[16] >= 60) { if (c.isRunning2) { c.isRunning2 = true; c.wasRunning = true; } else { c.isRunning2 = true; c.wasRunning = false; } c.playerSER = 2750; c.agilityTimer = 4; c.walkTo_old(c.absX,c.absY+2); c.addSkillXP(2500, 16); c.addItem(2996, 3); } if (c.playerLevel[16] < 60) { c.Send("You must be level 60 Agility or higher to try these."); } break; case 5152: if (c.absX == 3541 && c.absY == 9904 && c.playerLevel[16] >= 60) { c.anim(749); // Pipe c.walkTo_old(3541, 9910); c.addSkillXP(5000, 16); c.addItem(2996, 3); } if (c.absX == 3538 && c.absY == 9904 && c.playerLevel[16] >= 60) { c.anim(749); // Pipe c.walkTo_old(3538, 9910); c.addSkillXP(5000, 16); c.addItem(2996, 3); } if (c.absX == 3544 && c.absY == 9904 && c.playerLevel[16] >= 60) { c.anim(749); // Pipe c.walkTo_old(3544, 9910); c.addSkillXP(5000, 16); c.addItem(2996, 3); } if (c.playerLevel[16] < 60) { c.Send("You must be level 60 Agility or higher to try these."); } break; case 5136: if (c.absX == 3533 && c.absY == 9910 && c.playerLevel[16] >= 60) { if (c.isRunning2) { c.isRunning2 = false; c.wasRunning = true; } else { c.isRunning2 = false; c.wasRunning = false; } c.playerSEW = 737; // Skulls c.walkTo_old(3530, 9910); c.addSkillXP(7500, 16); c.addItem(2996, 3); c.agilityTimer = 5; } if (c.absX == 3533 && c.absY == 9909 && c.playerLevel[16] >= 60) { if (c.isRunning2) { c.isRunning2 = false; c.wasRunning = true; } else { c.isRunning2 = false; c.wasRunning = false; } c.playerSEW = 737; // Skulls c.walkTo_old(3530, 9909); c.addSkillXP(7500, 16); c.addItem(2996, 3); c.agilityTimer = 5; } if (c.absX == 3533 && c.absY == 9911 && c.playerLevel[16] >= 60) { if (c.isRunning2) { c.isRunning2 = false; c.wasRunning = true; } else { c.isRunning2 = false; c.wasRunning = false; } c.playerSEW = 737; // Skulls c.walkTo_old(3530, 9911); c.addSkillXP(7500, 16); c.addItem(2996, 3); c.agilityTimer = 5; } if (c.playerLevel[16] < 60) { c.Send("You must be level 60 Agility or higher to try these."); } break; case 5139: if (c.absX == 3528 && c.absY == 9910 && c.playerLevel[16] >= 60) { if (c.isRunning2) { c.isRunning2 = true; c.wasRunning = true; } else { c.isRunning2 = true; c.wasRunning = false; } c.playerSER = 904; // Zipline c.walkTo_old(3528, 9871); c.addSkillXP(10000, 16); c.addItem(2996, 3); c.agilityTimer = 10; } if (c.absX == 3528 && c.absY == 9909 && c.playerLevel[16] >= 60) { if (c.isRunning2) { c.isRunning2 = true; c.wasRunning = true; } else { c.isRunning2 = true; c.wasRunning = false; } c.playerSER = 904; // Zipline c.walkTo_old(3528, 9871); c.addSkillXP(10000, 16); c.addItem(2996, 3); c.agilityTimer = 10; } if (c.playerLevel[16] < 60) { c.Send("You must be level 60 Agility or higher to try these."); } break; case 5140: if (c.absX == 3528 && c.absY == 9910 && c.playerLevel[16] >= 60) { if (c.isRunning2) { c.isRunning2 = true; c.wasRunning = true; } else { c.isRunning2 = true; c.wasRunning = false; } c.playerSER = 904; // Zipline c.walkTo_old(3528, 9871); c.addSkillXP(10000, 16); c.addItem(2996, 3); c.agilityTimer = 10; } if (c.absX == 3528 && c.absY == 9909 && c.playerLevel[16] >= 60) { if (c.isRunning2) { c.isRunning2 = true; c.wasRunning = true; } else { c.isRunning2 = true; c.wasRunning = false; } c.playerSER = 904; // Zipline c.walkTo_old(3528, 9871); c.addSkillXP(10000, 16); c.addItem(2996, 3); c.agilityTimer = 10; } if (c.playerLevel[16] < 60) { c.Send("You must be level 60 Agility or higher to try these."); } break; case 5141: if (c.absX == 3528 && c.absY == 9910 && c.playerLevel[16] >= 60) { if (c.isRunning2) { c.isRunning2 = true; c.wasRunning = true; } else { c.isRunning2 = true; c.wasRunning = false; } c.playerSER = 904; // Zipline c.walkTo_old(3528, 9871); c.addSkillXP(10000, 16); c.addItem(2996, 3); c.agilityTimer = 10; } if (c.absX == 3528 && c.absY == 9909 && c.playerLevel[16] >= 60) { if (c.isRunning2) { c.isRunning2 = true; c.wasRunning = true; } else { c.isRunning2 = true; c.wasRunning = false; } c.playerSER = 904; // Zipline c.walkTo_old(3528, 9871); c.addSkillXP(10000, 16); c.addItem(2996, 3); c.agilityTimer = 10; } else if (c.playerLevel[16] < 60) { c.Send("You must be level 60 Agility or higher to try these."); } break; // End Werewolf Agility
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