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Featured Replies

Posted
comment_24762

I've had to develop this in ~20 hours of total time for a service, with the quality of code not being a matter (by preference of customer).

It's external instead of embedded, I didn't want to bother adapting to an already bad system, so I made it cycle based - it's working just fine, beside auto-retaliation (you can force that none the less, figure out on your own)

It has: All attacks (Ranged, Prayer deactivation, Poison, Magic, Dragonfire) - as well as the freezing with the small alien pet, the big dragon fire (one-shot) & acid splatters.

If you don't use this, at least recognize the approach on how I did the calculation for acid splatters landing AROUND the circle instead because all vorkaths I saw so far had half-assed acid splatters. 

Lacking stuff:
The projectile height of the one-shot ball is a bit too low
The delays are off on the smaller dragon balls, yet walking/dodging works fine
The projectiles shoot from a tile instead of relative to vorkaths mouth/face
The code is utter trash - lets be for real
The delays obviously are not the same as OSRS
There is no defensive stance animation / vorkath
Death animation is lacking / Alien

If I forgot a method, let me know

link for the standalone classes

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Yasin: Me on R-S

If I forget anything, I'll tweak it asap on here

Media:

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AttackType class
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Vorkath class

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VorkathConstants class

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VorkathState class

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impl/DeathStage

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impl/SpawnStage
 

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**Please move Stage outside of the impl package, hence Stage is not an implementation of itself..**

impl/Stage class

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AttackAnimation class, handleEmote method
Under the switch case

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DeathAnimation class, handleEmote method
under the switch case

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NPCHandler class,  getNpcDelay method
under the switch case

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NPCHandler class, process method
under 

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add this

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under

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add this:

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NPCHandler class, followPlayer method
under the switch case

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NPCHandler class, attackPlayer method
under

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add

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NPCHandler class, isAggressive (this should make vorkath aggressive]
 

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NPCHandler class, dropItems method

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NPCHandler class, distanceRequired method
under switch case

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NPCHandler class, retaliates(

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Config class, UNDEAD_IDS array, add this element:

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Disposal of instance on logout:

Player class, logout method

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[/code]
[/SPOILER]

Disposal of instance when out of reach
[SPOILER=Player, process]

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at last:

Player class:
declare instance

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declare getters/setters 

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create class
SingleInstancedVorkath class

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ObjectOptionOne class, under handleOption1add to the objectType switch:

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Edited by Yasin

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