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    Author Topic: New hitmarks official release - fading, floating, critical, fonts!  (Read 25804 times)

    0 Members and 1 Guest are viewing this topic.

    Offlineasshole_rule

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    If you don't like this tutorial or you're mad because I released it, piss off.

    Firstly in your client in Client.java

    20,000 char limit, so i posted it on pastebin, heres the link: http://pastebin.com/jxnw9PZk

    Open Entity.java

    Search for

    Code: [Select]
    public final void updateHitData(int j, int k, int l)
    {
    for(int i1 = 0; i1 < 4; i1++)
    if(hitsLoopCycle[i1] <= l)
    {
    hitArray[i1] = k * ((client.newDamage == true && k > 0) ? 10 : 1);
    if (client.newDamage && k > 0) {
    hitArray[i1] += new java.util.Random().nextInt(9);
    }
    hitMarkTypes[i1] = j;
    hitsLoopCycle[i1] = l + 70;
    return;
    }
    }

    Replace it with:

    Code: [Select]
    public int[] hitmarkMove = new int[4];
    public int[] hitmarkTrans = new int[4];
    public int[] hitIcon = new int[4];
    public final void updateHitData(int markType, int damage, int l, int icon)
    {
    for(int i1 = 0; i1 < 4; i1++)
    if(hitsLoopCycle[i1] <= l)
    {
    hitIcon[i1] = icon;
    hitmarkMove[i1] = 5;
    hitmarkTrans[i1] = 230;
    hitArray[i1] = damage;
    hitMarkTypes[i1] = markType;
    hitsLoopCycle[i1] = l + 70;
    return;
    }
    }


    Done with Entity.java

    Open TextDrawingArea.java

    Find
     
    Code: [Select]
    public TextDrawingArea(boolean flag, String s, StreamLoader streamLoader) {
    aByteArrayArray1491 = new byte[256][];
    anIntArray1492 = new int[256];
    anIntArray1493 = new int[256];
    anIntArray1494 = new int[256];
    anIntArray1495 = new int[256];
    anIntArray1496 = new int[256];
    aRandom1498 = new Random();
    aBoolean1499 = false;
    Stream stream = new Stream(streamLoader.getDataForName(s + ".dat"));
    Stream stream_1 = new Stream(streamLoader.getDataForName("index.dat"));
    stream_1.currentOffset = stream.readUnsignedWord() + 4;
    int k = stream_1.readUnsignedByte();
    if(k > 0)
    stream_1.currentOffset += 3 * (k - 1);
    for(int l = 0; l < 256; l++) {
    anIntArray1494[l] = stream_1.readUnsignedByte();
    anIntArray1495[l] = stream_1.readUnsignedByte();
    int i1 = anIntArray1492[l] = stream_1.readUnsignedWord();
    int j1 = anIntArray1493[l] = stream_1.readUnsignedWord();
    int k1 = stream_1.readUnsignedByte();
    int l1 = i1 * j1;
    aByteArrayArray1491[l] = new byte[l1];
    if(k1 == 0) {
    for(int i2 = 0; i2 < l1; i2++)
    aByteArrayArray1491[l][i2] = stream.readSignedByte();

    } else if(k1 == 1) {
    for(int j2 = 0; j2 < i1; j2++) {
    for(int l2 = 0; l2 < j1; l2++)
    aByteArrayArray1491[l][j2 + l2 * i1] = stream.readSignedByte();
    }
    }
    if(j1 > anInt1497 && l < 128)
    anInt1497 = j1;
    anIntArray1494[l] = 1;
    anIntArray1496[l] = i1 + 2;
    int k2 = 0;
    for(int i3 = j1 / 7; i3 < j1; i3++)
    k2 += aByteArrayArray1491[l][i3 * i1];
    if(k2 <= j1 / 7) {
    anIntArray1496[l]--;
    anIntArray1494[l] = 0;
    }
    k2 = 0;
    for(int j3 = j1 / 7; j3 < j1; j3++)
    k2 += aByteArrayArray1491[l][(i1 - 1) + j3 * i1];
    if(k2 <= j1 / 7)
    anIntArray1496[l]--;
    }
    if(flag) {
    anIntArray1496[32] = anIntArray1496[73];
    } else {
    anIntArray1496[32] = anIntArray1496[105];
    }
    }

    Replace it with
    Code: [Select]
    public TextDrawingArea(boolean flag, String s, StreamLoader streamLoader) {
    try {
    int length = (s.equals("hit_full") || s.equals("critical_full")) ? 58 : 256;
    aByteArrayArray1491 = new byte[length][];
    anIntArray1492 = new int[length];
    anIntArray1493 = new int[length];
    anIntArray1494 = new int[length];
    anIntArray1495 = new int[length];
    anIntArray1496 = new int[length];
    aRandom1498 = new Random();
    aBoolean1499 = false;
    Stream stream = new Stream(streamLoader.getDataForName(s + ".dat"));
    Stream stream_1 = new Stream(streamLoader.getDataForName("index.dat"));
    stream_1.currentOffset = stream.readUnsignedWord() + 4;
    int k = stream_1.readUnsignedByte();
    if(k > 0)
    stream_1.currentOffset += 3 * (k - 1);
    for(int l = 0; l < length; l++) {
    anIntArray1494[l] = stream_1.readUnsignedByte();
    anIntArray1495[l] = stream_1.readUnsignedByte();
    int i1 = anIntArray1492[l] = stream_1.readUnsignedWord();
    int j1 = anIntArray1493[l] = stream_1.readUnsignedWord();
    int k1 = stream_1.readUnsignedByte();
    int l1 = i1 * j1;
    aByteArrayArray1491[l] = new byte[l1];
    if(k1 == 0) {
    for(int i2 = 0; i2 < l1; i2++)
    aByteArrayArray1491[l][i2] = stream.readSignedByte();

    } else if(k1 == 1) {
    for(int j2 = 0; j2 < i1; j2++) {
    for(int l2 = 0; l2 < j1; l2++)
    aByteArrayArray1491[l][j2 + l2 * i1] = stream.readSignedByte();
    }
    }
    if(j1 > anInt1497 && l < 128)
    anInt1497 = j1;
    anIntArray1494[l] = 1;
    anIntArray1496[l] = i1 + 2;
    int k2 = 0;
    for(int i3 = j1 / 7; i3 < j1; i3++)
    k2 += aByteArrayArray1491[l][i3 * i1];
    if(k2 <= j1 / 7) {
    anIntArray1496[l]--;
    anIntArray1494[l] = 0;
    }
    k2 = 0;
    for(int j3 = j1 / 7; j3 < j1; j3++)
    k2 += aByteArrayArray1491[l][(i1 - 1) + j3 * i1];
    if(k2 <= j1 / 7)
    anIntArray1496[l]--;
    }
    if(flag) {
    anIntArray1496[32] = anIntArray1496[73];
    } else {
    anIntArray1496[32] = anIntArray1496[105];
    }
    } catch (Exception _ex) {}
    }

    Finished with TextDrawingArea.java

    Open Sprite.java

    Add this method

    Code: [Select]
    public void drawTransparentSprite(int i, int j, int opacity)
    {
    int k = opacity;
    i += anInt1442;
    j += anInt1443;
    int i1 = i + j * DrawingArea.width;
    int j1 = 0;
    int k1 = myHeight;
    int l1 = myWidth;
    int i2 = DrawingArea.width - l1;
    int j2 = 0;
    if(j < DrawingArea.topY)
    {
    int k2 = DrawingArea.topY - j;
    k1 -= k2;
    j = DrawingArea.topY;
    j1 += k2 * l1;
    i1 += k2 * DrawingArea.width;
    }
    if(j + k1 > DrawingArea.bottomY)
    k1 -= (j + k1) - DrawingArea.bottomY;
    if(i < DrawingArea.topX)
    {
    int l2 = DrawingArea.topX - i;
    l1 -= l2;
    i = DrawingArea.topX;
    j1 += l2;
    i1 += l2;
    j2 += l2;
    i2 += l2;
    }
    if(i + l1 > DrawingArea.bottomX)
    {
    int i3 = (i + l1) - DrawingArea.bottomX;
    l1 -= i3;
    j2 += i3;
    i2 += i3;
    }
    if(!(l1 <= 0 || k1 <= 0))
    {
    method351(j1, l1, DrawingArea.pixels, myPixels, j2, k1, i2, k, i1);
    }
    }

    Finished with sprite.java


    The sprites/fonts are all in one package
    link:
    -----------------------------------------------------------
    You can pack the fonts in cache via Toms Cache suite,
    Load your cache select View/Edit Image Archives then Title
    Create a new image group called "hit_full.dat" pack the images in there from the folder.
    Do the same for "critical_full.dat" (although not entirely necessary).

    IF YOU HAVE A PROBLEM WITH THE FONTS YOU MUST REPACK THEM! -.-


    Server sided for PI:

    Player.java
    Search
    Code: [Select]
    protected void appendHitUpdate(Stream str) {
    synchronized(this) {
    str.writeByte(getHitDiff()); // What the perseon got 'hit' for
    if (poisonMask == 1) {
    str.writeByteA(2);
    } else if (getHitDiff() > 0) {
    str.writeByteA(1); // 0: red hitting - 1: blue hitting
    } else {
    str.writeByteA(0); // 0: red hitting - 1: blue hitting
    }
    if (playerLevel[3] <= 0) {
    playerLevel[3] = 0;
    isDead = true;
    }
    str.writeByteC(playerLevel[3]); // Their current hp, for HP bar
    str.writeByte(getLevelForXP(playerXP[3])); // Their max hp, for HP bar
    }
    }


    protected void appendHitUpdate2(Stream str) {
    synchronized(this) {
    str.writeByte(hitDiff2); // What the perseon got 'hit' for
    if (poisonMask == 2) {
    str.writeByteS(2);
    poisonMask = -1;
    } else if (hitDiff2 > 0) {
    str.writeByteS(1); // 0: red hitting - 1: blue hitting
    } else {
    str.writeByteS(0); // 0: red hitting - 1: blue hitting
    }
    if (playerLevel[3] <= 0) {
    playerLevel[3] = 0;
    isDead = true;
    }
    str.writeByte(playerLevel[3]); // Their current hp, for HP bar
    str.writeByteC(getLevelForXP(playerXP[3])); // Their max hp, for HP bar
    }
    }

    Replace with
    Code: [Select]
    protected void appendHitUpdate(Stream str) {
    synchronized(this) {
    str.writeByte(getHitDiff()); // What the perseon got 'hit' for
    str.writeByteS(hitMask);
    if (playerLevel[3] <= 0) {
    playerLevel[3] = 0;
    isDead = true;
    }
    str.writeByte(hitIcon);
    str.writeByteC(playerLevel[3]); // Their current hp, for HP bar
    str.writeByte(getLevelForXP(playerXP[3])); // Their max hp, for HP bar
    }
    System.out.println("hitUpdate1: " +hitDiff);
    }


    protected void appendHitUpdate2(Stream str) {
    synchronized(this) {
    str.writeByte(hitDiff2); // What the perseon got 'hit' for
    str.writeByteS(hitMask2);
    if (playerLevel[3] <= 0) {
    playerLevel[3] = 0;
    isDead = true;
    }
    str.writeByte(hitIcon2);
    str.writeByte(playerLevel[3]); // Their current hp, for HP bar
    str.writeByteC(getLevelForXP(playerXP[3])); // Their max hp, for HP bar
    }
    }

    You may need to declare

    Code: [Select]
    public int maxHp = getLevelForXP(playerXP[3]);

    Still in player.java add this method
    Code: [Select]
    public void handleHitMask(int damage, int mask, int icon) {
    if (!hitUpdateRequired) {
    hitUpdateRequired = true;
    hitDiff = damage;
    hitMask = mask;
    hitIcon = icon;
    } else if (!hitUpdateRequired2) {
    hitUpdateRequired2 = true;
    hitDiff2 = damage;
    hitMask2 = mask;
    hitIcon2 = icon;
    }
    updateRequired = true;
    }
    Declare
    Code: [Select]
    public int hitMask, hitIcon, hitMask2, hitIcon2;

    Done in player.java

    Open NPC.java

    Search
    Code: [Select]
    public void appendHitUpdate(Stream str) {
    if (HP <= 0) {
    isDead = true;
    }
    str.writeByteC(hitDiff);
    if (hitDiff > 0) {
    str.writeByteS(1);
    } else {
    str.writeByteS(0);
    }
    str.writeByteS(HP);
    str.writeByteC(MaxHP);
    }

    Replace with
    Code: [Select]
    public void appendHitUpdate(Stream str) {
    if (HP <= 0) {
    isDead = true;
    }
    str.writeByteC(hitDiff);
    str.writeByteS(hitMask);
    str.writeByte(hitIcon);
    str.writeByteS(HP);
    str.writeByteC(MaxHP);
    }

    Same for hitupdate 2 replace
    Code: [Select]
    public void appendHitUpdate2(Stream str) {
    if (HP <= 0) {
    isDead = true;
    }
    str.writeByteA(hitDiff2);
    if (hitDiff2 > 0) {
    str.writeByteC(1);
    } else {
    str.writeByteC(0);
    }
    str.writeByteA(HP);
    str.writeByte(MaxHP);
    }

    With
    Code: [Select]
    public void appendHitUpdate2(Stream str) {
    if (HP <= 0) {
    isDead = true;
    }
    str.writeByteA(hitDiff2);
    str.writeByteC(hitMask2);
    str.writeByte(hitIcon2);
    str.writeByteA(HP);
    str.writeByte(MaxHP);
    }

    Still in NPC.java declare
    Code: [Select]
    public int hitIcon, hitIcon2, hitMask, hitMask2;

    Done in NPC.java

    Open NPCHandler.java

    Search
    Code: [Select]
    public void multiAttackDamage(int i) {
    int max = getMaxHit(i);
    for (int j = 0; j < Server.playerHandler.players.length; j++) {
    if (Server.playerHandler.players[j] != null) {
    Client c = (Client)Server.playerHandler.players[j];
    if (c.isDead || c.heightLevel != npcs[i].heightLevel)
    continue;
    if (Server.playerHandler.players[j].goodDistance(c.absX, c.absY, npcs[i].absX, npcs[i].absY, 15)) {
    if (npcs[i].attackType == 2) {
    if (!c.prayerActive[16]) {
    if (Misc.random(500) + 200 > Misc.random(c.getCombat().mageDef())) {
    int dam = Misc.random(max);
    c.dealDamage(dam);
    c.handleHitMask(dam);
    } else {
    c.dealDamage(0);
    c.handleHitMask(0);
    }
    } else {
    c.dealDamage(0);
    c.handleHitMask(0);
    }
    } else if (npcs[i].attackType == 1) {
    if (!c.prayerActive[17]) {
    int dam = Misc.random(max);
    if (Misc.random(500) + 200 > Misc.random(c.getCombat().calculateRangeDefence())) {
    c.dealDamage(dam);
    c.handleHitMask(dam);
    } else {
    c.dealDamage(0);
    c.handleHitMask(0);
    }
    } else {
    c.dealDamage(0);
    c.handleHitMask(0);
    }
    }
    if (npcs[i].endGfx > 0) {
    c.gfx0(npcs[i].endGfx);
    }
    }
    c.getPA().refreshSkill(3);
    }
    }
    }

    Replace with
    Code: [Select]
    public void multiAttackDamage(int i) {
    int max = getMaxHit(i);
    for (int j = 0; j < Server.playerHandler.players.length; j++) {
    if (Server.playerHandler.players[j] != null) {
    Client c = (Client)Server.playerHandler.players[j];
    if (c.isDead || c.heightLevel != npcs[i].heightLevel)
    continue;
    if (Server.playerHandler.players[j].goodDistance(c.absX, c.absY, npcs[i].absX, npcs[i].absY, 15)) {
    if (npcs[i].attackType == 2) {
    if (!c.prayerActive[16]) {
    if (Misc.random(500) + 200 > Misc.random(c.getCombat().mageDef())) {
    int dam = Misc.random(max);
    c.dealDamage(dam);
    c.handleHitMask(dam,2,2);
    } else {
    c.dealDamage(0);
    c.handleHitMask(0,1,1);
    }
    } else {
    c.dealDamage(0);
    c.handleHitMask(0,1,1);
    }
    } else if (npcs[i].attackType == 1) {
    if (!c.prayerActive[17]) {
    int dam = Misc.random(max);
    if (Misc.random(500) + 200 > Misc.random(c.getCombat().calculateRangeDefence())) {
    c.dealDamage(dam);
    c.handleHitMask(dam,1,1);
    } else {
    c.dealDamage(0);
    c.handleHitMask(0,2,2);
    }
    } else {
    c.dealDamage(0);
    c.handleHitMask(0,1,1);
    }
    }
    if (npcs[i].endGfx > 0) {
    c.gfx0(npcs[i].endGfx);
    }
    }
    c.getPA().refreshSkill(3);
    }
    }
    }

    Search for
    Code: [Select]
    c.logoutDelay = System.currentTimeMillis();
    (in the applyDamage method)

    Right under there add
    Code: [Select]
    if(npcs[i].attackType == 0){//Melee
    c.handleHitMask(damage,0,0);
    }
    if(npcs[i].attackType == 1){//Range
    c.handleHitMask(damage,0,1);
    }
    if(npcs[i].attackType == 2){//Magic
    c.handleHitMask(damage,0,2);
    }

    Done in NPCHandler.java

    20,000 char limit, so heres the CombatAssistant codes:
    http://pastebin.com/ZNNhEzSz

    video...


    Credits:
    Me
    Some guy for the sprites

    if u have errors, try to post them and i'll try to fix them. I'm busy alot though so be patient.
    « Last Edit: December 11, 2011, 08:06:41 AM by asshole_rule »
    the strongest super saiyan on moparscape

    I'd also like to say that rep abuse is an offense, and one member of this topic has had their rep locked due to it.


    Offlineiz3 legend

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    Re: New hitmarks official release - fading, floating, critical, fonts!
    « Reply #1 on: September 16, 2011, 03:05:45 PM »
    very good job bro

    Offlineasshole_rule

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    the strongest super saiyan on moparscape

    I'd also like to say that rep abuse is an offense, and one member of this topic has had their rep locked due to it.

    Offlinekill you704

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    Re: New hitmarks official release - fading, floating, critical, fonts!
    « Reply #3 on: September 16, 2011, 03:16:57 PM »
    I hate this! I'm soo mad you released! OMFG!

    Jk. I fudgeing love it thanx!

    OfflineRyley

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    Re: New hitmarks official release - fading, floating, critical, fonts!
    « Reply #4 on: September 16, 2011, 03:17:14 PM »
    Nice.

    Already had, but nice.

    EDIT: I kind of had it.
    Not all the way though.

    Offlineasshole_rule

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    Re: New hitmarks official release - fading, floating, critical, fonts!
    « Reply #5 on: September 16, 2011, 03:21:07 PM »
    the strongest super saiyan on moparscape

    I'd also like to say that rep abuse is an offense, and one member of this topic has had their rep locked due to it.

    OfflineRiiPiiNFtW

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    Re: New hitmarks official release - fading, floating, critical, fonts!
    « Reply #6 on: September 16, 2011, 03:23:52 PM »
    Nice. Looks very good.

    Offlineasshole_rule

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    the strongest super saiyan on moparscape

    I'd also like to say that rep abuse is an offense, and one member of this topic has had their rep locked due to it.

    OfflineRyley

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    Re: New hitmarks official release - fading, floating, critical, fonts!
    « Reply #8 on: September 16, 2011, 03:29:37 PM »
    i mean, I already knew how to add fading hitmarks& add the combat icons, but I always messed up with the server sided part :\

    Offlineasshole_rule

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    Re: New hitmarks official release - fading, floating, critical, fonts!
    « Reply #9 on: September 16, 2011, 03:31:12 PM »
    Oh, alright.
    the strongest super saiyan on moparscape

    I'd also like to say that rep abuse is an offense, and one member of this topic has had their rep locked due to it.

    OfflineDennissuperm

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    Re: New hitmarks official release - fading, floating, critical, fonts!
    « Reply #10 on: September 16, 2011, 04:49:05 PM »
    Code: [Select]
    src\server\model\players\Player.java:22: illegal forward reference
            public int maxHp = getLevelForXP(playerXP[3]);
                                             ^
    src\server\model\players\CombatAssistant.java:2299: cannot find symbol
    symbol  : variable i
    location: class server.model.players.CombatAssistant
                    Server.playerHandler.players[i].handleHitMask(damage, 0, 0);
                                                 ^
    Note: Some input files use unchecked or unsafe operations.
    Note: Recompile with -Xlint:unchecked for details.
    2 errors
    Druk op een toets om door te gaan. . .


    also 100 errors in client
    « Last Edit: September 16, 2011, 05:01:56 PM by Dennissuperm »
    Server in making.
    10%.

    OfflineI Roll Deep

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    Re: New hitmarks official release - fading, floating, critical, fonts!
    « Reply #11 on: September 16, 2011, 05:02:26 PM »
    fudgeing sexy
    "Well RuneScape thanks, I learned English by playing RuneScape. Now I can finally say fudge Jagex."
    Check out my project, please:  https://www.moparscape.org/smf/index.php/topic,648820.0.html

    Offlineasshole_rule

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    Re: New hitmarks official release - fading, floating, critical, fonts!
    « Reply #12 on: September 16, 2011, 05:26:32 PM »
    Code: [Select]
    src\server\model\players\Player.java:22: illegal forward reference
            public int maxHp = getLevelForXP(playerXP[3]);
                                             ^
    src\server\model\players\CombatAssistant.java:2299: cannot find symbol
    symbol  : variable i
    location: class server.model.players.CombatAssistant
                    Server.playerHandler.players[i].handleHitMask(damage, 0, 0);
                                                 ^
    Note: Some input files use unchecked or unsafe operations.
    Note: Recompile with -Xlint:unchecked for details.
    2 errors
    Druk op een toets om door te gaan. . .


    also 100 errors in client

    Do you know which code gives the 100 errors?

    fudgeing sexy

    ty ^.^
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    OfflineDennissuperm

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    Re: New hitmarks official release - fading, floating, critical, fonts!
    « Reply #13 on: September 16, 2011, 05:39:05 PM »
    No i dont man,,,, can u help?
    Server in making.
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    Offlinepurestmage74

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    Re: New hitmarks official release - fading, floating, critical, fonts!
    « Reply #14 on: September 16, 2011, 05:41:50 PM »
    This doesn't have the fading does it?
    I could release my opacity methods?
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    Offlineasshole_rule

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    Re: New hitmarks official release - fading, floating, critical, fonts!
    « Reply #15 on: September 16, 2011, 06:41:52 PM »
    This doesn't have the fading does it?
    I could release my opacity methods?

    Code: [Select]
    public void drawTransparentSprite(int i, int j, int opacity)
            {
                    int k = opacity;
                    i += anInt1442;
                    j += anInt1443;
                    int i1 = i + j * DrawingArea.width;
                    int j1 = 0;
                    int k1 = myHeight;
                    int l1 = myWidth;
                    int i2 = DrawingArea.width - l1;
                    int j2 = 0;
                    if(j < DrawingArea.topY)
                    {
                            int k2 = DrawingArea.topY - j;
                            k1 -= k2;
                            j = DrawingArea.topY;
                            j1 += k2 * l1;
                            i1 += k2 * DrawingArea.width;
                    }
                    if(j + k1 > DrawingArea.bottomY)
                            k1 -= (j + k1) - DrawingArea.bottomY;
                    if(i < DrawingArea.topX)
                    {
                            int l2 = DrawingArea.topX - i;
                            l1 -= l2;
                            i = DrawingArea.topX;
                            j1 += l2;
                            i1 += l2;
                            j2 += l2;
                            i2 += l2;
                    }
                    if(i + l1 > DrawingArea.bottomX)
                    {
                            int i3 = (i + l1) - DrawingArea.bottomX;
                            l1 -= i3;
                            j2 += i3;
                            i2 += i3;
                    }
                    if(!(l1 <= 0 || k1 <= 0))
                    {
                            method351(j1, l1, DrawingArea.pixels, myPixels, j2, k1, i2, k, i1);
                    }
            }

    + it's in the title, lol.
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    Offlineomarsoliman

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    Re: New hitmarks official release - fading, floating, critical, fonts!
    « Reply #16 on: September 16, 2011, 06:54:21 PM »
    « Last Edit: September 16, 2011, 09:48:22 PM by omarsoliman »
    Respected: lover854 & Loveandpower & OmgItsShane & Advocatus & Baddy351<3
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    Love Advocatus

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    Offlineeballer48

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    Re: New hitmarks official release - fading, floating, critical, fonts!
    « Reply #17 on: September 16, 2011, 06:57:21 PM »
    nice release runt  ;)
    Ehh, i dont give a fudge?
    Dubstep, Weed, Life. <3
    Done with rsps, time for some real coding.

    Offlineasshole_rule

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    the strongest super saiyan on moparscape

    I'd also like to say that rep abuse is an offense, and one member of this topic has had their rep locked due to it.

    Offlineeballer48

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    Ehh, i dont give a fudge?
    Dubstep, Weed, Life. <3
    Done with rsps, time for some real coding.

     

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