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zade_o

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Everything posted by zade_o

  1. He's lying. It doesn't work. That is the only way to do it.
  2. Player Jumping. You're trying to fight a person but they take a bit too long to eat and someone else jumps you, stealing the fight.
  3. well… so is no Pking.
  4. yes. as long as i'm risking 26k and you're risking 78k (25k/75k is the minimum but people say it works better this way)
  5. cus the drop is randomly generated when you kill them. it's intended for real PvPing, but it's a shitty replacement for Pking. However, it's a nice tool for those of us who want to make some quick cash without risking hardly anything. (just watch out for pjers)
  6. Just as easily could be. There's like an AttackPlayer() sub in the main.txt just under all the OnAttack subs.
  7. well, for every 26k you lose, you probably make back at least 100k. Drops I remember getting so far are this: Ancient staff Dragon Full helm obby cape obby maul obby sword obby mace dark bow mystic robe top mystic robe bottom granite top dragon med helm dds dragon scimitar combat bracelet (quite frequently) friends gotten a dchain off of me
  8. mmm well it's progressed over time since Jagex refuses to leave anything the way it is… basically, you and your friend both wear armor and bring 78k cash + a full inv of food out into a hotspot and fight for how ever long you want (30 minutes or more) then proceed to take turns killing each other in a hotspot while the killer wears his armor + 78k and the victim wears nothing and brings nothing except 26k. This meets the minimum requirements for good drops and will work a fair amount of the time. People used to use wind strike to do it, but that doesn't work anymore. Fists are the best option now i think
  9. I got dragon platelegs drop from slayer. I've gotten dragon full helm and dark bow from 26k trick
  10. Definitely not no-life considering I go months without getting on. But anyways… Kill aviansies. Kill black dragons. Kill bosses. Kill ankous. PVP. PVP trick. Slayer.
  11. zade_o

    Orc

    @dray777: > what? the tut said to just pick 3 coloras a dark a light and a neutral do i need to add more? I said it looks like you edited a sprite template that's already been made, the Half Kaizer sprite. However, the head you made is a nice Orc head.
  12. zade_o

    Orc

    Looks like HKCP sprite template recolored with an edited head. The edited head is a good orc head though. I would probably lower the saturation.
  13. zade_o

    Question Again.

    You mean will a player be able to walk through a player?
  14. zade_o

    Question Again.

    I expected a damnit but the rest was kinda hurtful…. love you too man... love you too.
  15. zade_o

    Question Again.

    change this: ``` Function CanMove() As Boolean Dim i As Long Dim X As Long Dim y As Long CanMove = True If Player(MyIndex).Moving 0 Then CanMove = False Exit Function End If ' Make sure they haven't just casted a spell If Player(MyIndex).CastedSpell = YES Then If GetTickCount > Player(MyIndex).AttackTimer + 1000 Then Player(MyIndex).CastedSpell = NO Else CanMove = False Exit Function End If End If X = GetPlayerX(MyIndex) y = GetPlayerY(MyIndex) If DirUp Then Call SetPlayerDir(MyIndex, DIR_UP) y = y - 1 ElseIf DirDown Then Call SetPlayerDir(MyIndex, DIR_DOWN) y = y + 1 ElseIf DirLeft Then Call SetPlayerDir(MyIndex, DIR_LEFT) X = X - 1 Else Call SetPlayerDir(MyIndex, DIR_RIGHT) X = X + 1 End If If y < 0 Then If Map(GetPlayerMap(MyIndex)).Up > 0 Then Call SendPlayerRequestNewMap(DIR_UP) GettingMap = True End If CanMove = False Exit Function ElseIf y > MAX_MAPY Then If Map(GetPlayerMap(MyIndex)).Down > 0 Then Call SendPlayerRequestNewMap(DIR_DOWN) GettingMap = True End If CanMove = False Exit Function ElseIf X < 0 Then If Map(GetPlayerMap(MyIndex)).Left > 0 Then Call SendPlayerRequestNewMap(DIR_LEFT) GettingMap = True End If CanMove = False Exit Function ElseIf X > MAX_MAPX Then If Map(GetPlayerMap(MyIndex)).Right > 0 Then Call SendPlayerRequestNewMap(DIR_RIGHT) GettingMap = True End If CanMove = False Exit Function End If If Not GetPlayerDir(MyIndex) = LAST_DIR Then LAST_DIR = GetPlayerDir(MyIndex) Call SendPlayerDir End If If Map(GetPlayerMap(MyIndex)).Tile(X, y).Type = TILE_TYPE_BLOCKED Or Map(GetPlayerMap(MyIndex)).Tile(X, y).Type = TILE_TYPE_SIGN Or Map(GetPlayerMap(MyIndex)).Tile(X, y).Type = TILE_TYPE_ROOFBLOCK Then CanMove = False Exit Function End If If Map(GetPlayerMap(MyIndex)).Tile(X, y).Type = TILE_TYPE_CBLOCK Then If Map(GetPlayerMap(MyIndex)).Tile(X, y).Data1 = Player(MyIndex).Class Then Exit Function End If If Map(GetPlayerMap(MyIndex)).Tile(X, y).Data2 = Player(MyIndex).Class Then Exit Function End If If Map(GetPlayerMap(MyIndex)).Tile(X, y).Data3 = Player(MyIndex).Class Then Exit Function End If CanMove = False End If If Map(GetPlayerMap(MyIndex)).Tile(X, y).Type = TILE_TYPE_GUILDBLOCK And Map(GetPlayerMap(MyIndex)).Tile(X, y).String1 GetPlayerGuild(MyIndex) Then CanMove = False End If If Map(GetPlayerMap(MyIndex)).Tile(X, y).Type = TILE_TYPE_KEY Or Map(GetPlayerMap(MyIndex)).Tile(X, y).Type = TILE_TYPE_DOOR Then If TempTile(X, y).DoorOpen = NO Then CanMove = False Exit Function End If End If If Map(GetPlayerMap(MyIndex)).Tile(X, y).Type = TILE_TYPE_WALKTHRU Then Exit Function Else For i = 1 To MAX_PLAYERS If IsPlaying(i) Then If GetPlayerMap(i) = GetPlayerMap(MyIndex) Then If GetPlayerX(i) = X Then If GetPlayerY(i) = y Then CanMove = False Exit Function End If End If End If End If Next i End If For i = 1 To MAX_MAP_NPCS If MapNpc(i).num > 0 Then If MapNpc(i).X = X Then If MapNpc(i).y = y Then CanMove = False Exit Function End If End If End If Next i End Function ``` to this: ``` Function CanMove() As Boolean Dim i As Long Dim X As Long Dim y As Long CanMove = True If Player(MyIndex).Moving 0 Then CanMove = False Exit Function End If ' Make sure they haven't just casted a spell If Player(MyIndex).CastedSpell = YES Then If GetTickCount > Player(MyIndex).AttackTimer + 1000 Then Player(MyIndex).CastedSpell = NO Else CanMove = False Exit Function End If End If X = GetPlayerX(MyIndex) y = GetPlayerY(MyIndex) If DirUp Then Call SetPlayerDir(MyIndex, DIR_UP) y = y - 1 ElseIf DirDown Then Call SetPlayerDir(MyIndex, DIR_DOWN) y = y + 1 ElseIf DirLeft Then Call SetPlayerDir(MyIndex, DIR_LEFT) X = X - 1 Else Call SetPlayerDir(MyIndex, DIR_RIGHT) X = X + 1 End If If y < 0 Then If Map(GetPlayerMap(MyIndex)).Up > 0 Then Call SendPlayerRequestNewMap(DIR_UP) GettingMap = True End If CanMove = False Exit Function ElseIf y > MAX_MAPY Then If Map(GetPlayerMap(MyIndex)).Down > 0 Then Call SendPlayerRequestNewMap(DIR_DOWN) GettingMap = True End If CanMove = False Exit Function ElseIf X < 0 Then If Map(GetPlayerMap(MyIndex)).Left > 0 Then Call SendPlayerRequestNewMap(DIR_LEFT) GettingMap = True End If CanMove = False Exit Function ElseIf X > MAX_MAPX Then If Map(GetPlayerMap(MyIndex)).Right > 0 Then Call SendPlayerRequestNewMap(DIR_RIGHT) GettingMap = True End If CanMove = False Exit Function End If If Not GetPlayerDir(MyIndex) = LAST_DIR Then LAST_DIR = GetPlayerDir(MyIndex) Call SendPlayerDir End If If Map(GetPlayerMap(MyIndex)).Tile(X, y).Type = TILE_TYPE_BLOCKED Or Map(GetPlayerMap(MyIndex)).Tile(X, y).Type = TILE_TYPE_SIGN Or Map(GetPlayerMap(MyIndex)).Tile(X, y).Type = TILE_TYPE_ROOFBLOCK Then CanMove = False Exit Function End If If Map(GetPlayerMap(MyIndex)).Tile(X, y).Type = TILE_TYPE_CBLOCK Then If Map(GetPlayerMap(MyIndex)).Tile(X, y).Data1 = Player(MyIndex).Class Then Exit Function End If If Map(GetPlayerMap(MyIndex)).Tile(X, y).Data2 = Player(MyIndex).Class Then Exit Function End If If Map(GetPlayerMap(MyIndex)).Tile(X, y).Data3 = Player(MyIndex).Class Then Exit Function End If CanMove = False End If If Map(GetPlayerMap(MyIndex)).Tile(X, y).Type = TILE_TYPE_GUILDBLOCK And Map(GetPlayerMap(MyIndex)).Tile(X, y).String1 GetPlayerGuild(MyIndex) Then CanMove = False End If If Map(GetPlayerMap(MyIndex)).Tile(X, y).Type = TILE_TYPE_KEY Or Map(GetPlayerMap(MyIndex)).Tile(X, y).Type = TILE_TYPE_DOOR Then If TempTile(X, y).DoorOpen = NO Then CanMove = False Exit Function End If End If If Map(GetPlayerMap(MyIndex)).Tile(X, y).Type = TILE_TYPE_WALKTHRU Then Exit Function Else For i = 1 To MAX_PLAYERS If IsPlaying(i) Then If GetPlayerMap(i) = GetPlayerMap(MyIndex) Then If GetPlayerX(i) = X Then If GetPlayerY(i) = y Then CanMove = False Exit Function End If End If End If End If Next i End If End Function ``` problem should be solved.
  16. I know part of it is to search the source for "PIC_Y =" and change that and PIC_X to equal 16. I did that and it messed up all my graphics (which are 32x32 based) But when I took them off the map i had to take them off in a 16x16 square. There's definitely a few other places you'd have to make changes but that's the main one. idk the rest
  17. > i have a druid in my game and i need some sprites for animals like, bear, wolf, tiger, lion, etc. sweet animals! lol, so any1 got some or know where i can find them?
  18. I don't think that's what he means. Emblem, you mean like, drawing an object on PicScreen using directX commands then outlining it? Ummm… I would imagine, you could draw it 1 px higher and further left, and then make the destRec 2 pxs bigger on the right and the bottom and then if there's a Dx command to lower the brightness all the way to 0 that would make it black
  19. zade_o

    My last 2 sigs.

    Yeah broly is my favorite character… so much more bad ass than the rest. Shame he gets beat because he's the bad guy =/
  20. zade_o

    My last 2 sigs.

    2nd one is newest one… first one just wasn't quite as bad ass as I wanted. ![](http://s5.tinypic.com/30xfxb9.jpg) ![](http://s5.tinypic.com/24qr0px.jpg) NEW ONE which one? first or second? ![](http://i39.tinypic.com/2v1n7zr.jpg) ![](http://i39.tinypic.com/idu0sw.jpg)
  21. Yeah the cliff texture is incredibly bold
  22. zade_o

    My new tiles

    Well, the house is supposed to be those colors. I can't really change that. I know the perspective is weird but trust me… I tried so many other things and I couldn't get shit to look right. This is the best looking one I came up with.
  23. zade_o

    My new tiles

    ![](http://s5.tinypic.com/2qjj7k9.jpg) Kame House.
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