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Old 06-18-2008, 07:18 AM   #1
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Exclamation How to put in server

How i can add skilcapes and godswords to my server? Thanks?!
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Old 07-20-2008, 03:06 PM   #2
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Re: How to put in server

heres somethign for godsword


Quote:
This tutorial is originally made by Syrilla on the Moparscape forums and I have asked him for permission to put this on this forums.

*edit* Edited on 01 December 2007 to make room for the new Silabsoft item ID's. If you see any errors, please place them in a post below. Thanks.

Introduction
OK, making the Godswords look as real as possible is a lot easier that you think. This guide will show you how. As the correct emotes from Runescape are not available, we have to improvise. I hope it helps. It's a lot of changing, but once it's done, it will look really effective. I'm going to use the correct item bonuses and use the 2H emotes. PLEASE backup. I can't be held responsible if it doesn't work on your server and you've got to start again.

Requirements
A Silabsoft compatible server.

Difficulty
2/10, depending on experience.

The results:

Apologies for poor quality. I only have the DC trial version.

Step 1:
The very first thing to do, is add the weapon statistics. Without these, your weapon will look good, but will not fight with correct damage. You need to open Item.CFG. Scroll to the very bottom and add the following things:

Code:
item = 15333 Armadyl_Godsword A_beautiful,_heavy_sword. 30000 30000 30000 0 132 80 0 0 0 0 0 0 0 132 8
item = 15334 Bandos_Godsword A_brutally_heavy_sword. 30000 30000 30000 0 132 80 0 0 0 0 0 0 0 132 8
item = 15335 Saradomin_Godsword A_gracious,_heavy_sword. 30000 30000 30000 0 132 80 0 0 0 0 0 0 0 132 8
item = 15336 Zamorak_Godsword A_terrifying,_heavy_sword. 30000 30000 30000 0 132 80 0 0 0 0 0 0 0 132 8
You might also want to add the hilts and stuff to keep it neat.

So what does this do exactly? Well is sets everything to do with the Godsword. 'Item = 15333' is the item number. 'Armadyl_Godsword' is the name. 'A_beautiful,_heavy_sword.' is the examine info. The next three numbers in order are high alchemy, shop price, low alchemy. The next number is you attack (stab) bonus. Then, attack (slash) bonus. Then attack (crush) bonus, attack (magic) bonus, attack (range) bonus. Defence (stab) bonus, defence (slash) bonus, defence (crush) bonus, defence (magic) bonus, defence (magic) bonus. Then strength bonus and then prayer bonus.

Step 2
Now that thats all added, we need to make the weapon two handed. Open Item.java and search for:

Code:
FileInputStream dataIn = new FileInputStream(new File("data/twohanded.dat"));
Somewhere below that you'll find

Code:
dataIn.close();
Just under that, make a new line and add:

Code:
itemTwoHanded[ID] = true;
Where it says ID, put the weapon ID you want there minus one. So if you want to make 11962 two handed, you'll need to put 11961 in. By doing this, your telling the server that if any of the item ID's stated are equipped, then remove the shield and fight two handed. For the whole set of Godswords, you'd use:

Code:
itemTwoHanded[15332] = true;
itemTwoHanded[15333] = true;
itemTwoHanded[15334] = true;
itemTwoHanded[14335] = true;
Step 3
Now that all the weapons are two-handed, you need to make the player walk, run, attack and block properly. The following chapter will be devoted to doing just that! You can do this in client.java, so save you item.java and open up your client.java. Search (using Ctrl+F) for:

Code:
public int GetWepAnim()

All of the weapon attack animations are here. Changing the 'return 2876;' will change how they attack. Find:


Code:
if(playerEquipment[playerWeapon] == 7158) // Dragon 2H
{
return 2876;
}
This is the Dragon 2H. Because we have to improvise, you can use whatever you wan't, but I'll use the emotes for 2H as it's the most similar weapon to Godswords. Directly under the '}' add:

Code:
if(playerEquipment[playerWeapon] == 15333) // Armadyl GS
{
return 406;
}
if(playerEquipment[playerWeapon] == 15334) // Bandos GS
{
return 406;
}
if(playerEquipment[playerWeapon] == 15335) // Saradomin GS
{
return 406;
}
if(playerEquipment[playerWeapon] == 15336) // Zamorak GS
{
return 406;
}
Adding this will make it so that all of the weapon strike down on the opponents head. OK, so it attacks right, but now, we need to make it walk properly as well. Scroll down a bit until you find:

Code:
public int GetRunAnim
This will determine how the play will run. You need to make a new one for the Godswords. So, find a '}' and under it add:

Code:
if(id == 15333) // Armadyl GS
{
return 1664;
}
if(id == 15334) // Bandos GS
{
return 1664;
}
if(id == 15335) // Sara GS
{
return 1664;
}
if(id == 15336) // Zammy GS
{
return 1664;
}
Now, they should all run correctly. Scroll down to the next part called:

Code:
public int GetWalkAnim
You should have an understanding of what to do now. You need to add:

Code:
if((id == 15333) || (id == 15334) || (id == 15335) || (id == 15336)) // Godswords.
{
return 0x67F;
}
All it does is make the character walk properly when holding the sword. The code for this one is different. It still does the same thing, but this is the quick way of typing it. Next, you have to find:

Code:
public int GetStandAnim
You'll need to add this at the end. This makes the player stand properly when holding the Godsword.

Code:
if((id == 15333) || (id == 15334) || (id == 15335) || (id == 15336)) // Godswords.
{
return 0x811;
}
This does the same as the code above, except when you standing, not walking. The last part is making your character do the correct emote for blocking. You don't need to add this, but it makes it a bit more realistic. Find:

Code:
public int GetBlockAnim
Enter the code below to change the block emote of the Godsword.

Code:
if((id == 15333) || (id == 15334) || (id == 15335) || (id == 15336)) // Godswords.
{
return 2063;
}
Part 4
The last thing you need to do is make sure that the Godswords are hitting with the correct timings. Find:

Code:
/*2Handed Swords*/
Alternatively, search for ' public boolean Attack() {'

In this part, you should see the abyssal whip timings. Once again you need to add a new one for the Godswords, otherwise they'll hit with the speed of a short sword. Add under the '}' for whip this:

Code:
if(playerEquipment[playerWeapon] == (15333)) // Godswords.
{
PkingDelay = 5;
}
if(playerEquipment[playerWeapon] == (15334)) // Godswords.
{
PkingDelay = 5;
}
if(playerEquipment[playerWeapon] == (15335)) // Godswords.
{
PkingDelay = 5;
}
if(playerEquipment[playerWeapon] == (15336)) // Godswords.
{
PkingDelay = 5;
}
I've used PKingDelay 5, as the Godswords are slightly faster than 2H's. You can change this speed to whatever you want.

Now, your done! I hope this helped and it's not too C+P. It's hard to explain what each does when they all do pretty much the same. Well thanks for using this if you did. It's nice to get thanks, so leave a post! it's a lot to do, but once it's finished you'll have an effective looking Godsword system. Please report any errors in the tutorial and I'll try to fix them. After you've done all this, compiler your server and test it out. Report any errors in a reply. If you need a compiler, check out my signature.

Syrillia.

*edit* Some people are getting errors, but all for the same reason. Check you client.java to see that you haven't made this mistake.

Code:
public int GetWalkAnim(int id)
{
if(id == 4718) // dharoks axe
{
return 2064;
}
if(id == 4755) // veracs flail
{
return 2060;
}
if(id == 4734) // karils x bow
{
return 2076;
}
if(id == 4153) // maul
{
return 1663;
}
else <<<<<<<<<<<<<<<<<<<<<<<<<< ELSE
{
return 0x333;
}
if((id == 15333) || (id == 15334) || (id == 15335) || (id == 15336)) // Godswords.
{
return 0x67F;
}
}
In that code, someone has added the godswords after the else. When your adding the codes (all of them) they need to go before the else. So, they're supposed to look like this;

Code:
public int GetWalkAnim(int id)
{
if(id == 4718) // dharoks axe
{
return 2064;
}
if(id == 4755) // veracs flail
{
return 2060;
}
if(id == 4734) // karils x bow
{
return 2076;
}
if(id == 4153) // maul
{
return 1663;
}
if((id == 15333) || (id == 15334) || (id == 15335) || (id == 15336)) // Godswords.
{
return 0x67F;
}
else <<<<<<<<<<<<<<<<<<<<<<<< ELSE
{
return 0x333;
}

See that now, they're before the else. The first example may have only been 1 error, but it caused 2 errors upon compile. Hope that helped. people.

[/b][/u]
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