rendered paste bodyVOIDS:
public void squash(int emote, int gfx)
{
setAnimation(emote);
stillgfx(gfx, absY, absX);
}
public void flee(int NPCID) {
int follow = npcHandler.npcs[NPCID].followPlayer;
int playerX = server.playerHandler.players[follow].absX;
int playerY = server.playerHandler.players[follow].absY;
npcHandler.npcs[NPCID].RandomWalk = false;
if(server.playerHandler.players[follow] != null)
{
if(playerY > npcHandler.npcs[NPCID].absY) {
npcHandler.npcs[NPCID].moveX = npcHandler.GetMove(npcHandler.npcs[NPCID].absX, playerX);
npcHandler.npcs[NPCID].moveY = npcHandler.GetMove(npcs[NPCID].absY, playerY+1);
}
else if(playerY < npcHandler.npcs[NPCID].absY) {
npcHandler.npcs[NPCID].moveX = npcHandler.GetMove(npcHandler.npcs[NPCID].absX, playerX);
npcHandler.npcs[NPCID].moveY = npcHandler.GetMove(npcHandler.npcs[NPCID].absY, playerY-1);
}
else if(playerX > npcHandler.npcs[NPCID].absX) {
npcHandler.npcs[NPCID].moveX = npcHandler.GetMove(npcHandler.npcs[NPCID].absX, playerX+1);
npcHandler.npcs[NPCID].moveY = npcHandler.GetMove(npcHandler.npcs[NPCID].absY, playerY);
}
else if(playerX < npcHandler.npcs[NPCID].absX) {
npcHandler.npcs[NPCID].moveX = npcHandler.GetMove(npcHandler.npcs[NPCID].absX, playerX-1);
npcHandler.npcs[NPCID].moveY = npcHandler.GetMove(npcHandler.npcs[NPCID].absY, playerY);
}
npcHandler.npcs[NPCID].getNextNPCMovement();
npcHandler.npcs[NPCID].updateRequired = true;
}
}
public void hunt(int lvlreq, int npctype, int expgain, int itemgain, int amount, int requiredweapon, int hit)
{
int chance = 135 - misc.random(playerLevel[30];
if(requiredweapon != -1)
{
if(playerEquipment[playerWeapon] == requiredweapon && playerLevel[30] == lvlreq)
{
if(absX == npcHandler.npcs[npctype].absX && absY == npcHandler.npcs[npctype].absY)
{
if(chance == 0)
{
addItem(itemgain, amount);
addXP(30, expgain);
squash(406, 341);
npcHandler.npcs[npctype].IsDead = true;
sendMessage("You kill the " + GetNpcName(npctype) + ", and manage to rip " + GetItemName(requiredweapon) + " off of it!";
else
{
playerLevel[3] -= hit;
updateRequired = true;
sendMessage("You fail to capture and kill the " + GetNpcName(npctype) + ", next time try harder!";
}
}
}
else
{
sendMessage("You aren't wearing a " + GetItemName(requiredweapon) + " please go equip one!";
}
}
else
{
if(absX == npcHandler.npcs[npctype].absX && absY == npcHandler.npcs[npctype].absY)
{
if(chance == 0)
{
addItem(itemgain, amount);
addXP(30, expgain);
squash(406, 341);
npcHandler.npcs[npctype].IsDead = true;
else
{
currentHealth -= hit;
updateRequired = true;
hitUpdateRequired = true;
sendMessage("You fail to capture and kill the " + GetNpcName(npctype) + ", next time try harder!";
}
}
}
if(npcHandler.npcs[npctype].absX >= absX - 10 && npcHandler.npcs[npctype].absX <= absX + 10 && npcHandler.npcs[npctype].absY >= absY - 10 && npcHandler.npcs[npctype].absY <= absY + 10)
{
flee(npctype);
}
}
public void hunting()
{
hunt(0, 1192, 30, 1037, 1, -1, 2); //rabbits
}
Added hunting(); under public boolean proc then made a skill number [30] named hunting and added a few strings and fixed errors.