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Add several special weapons, various fixes #279
Add several special weapons, various fixes #279
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Would be awesome if we could open smaller PRs in future, usually try to keep one feature per PR ;) |
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All of this is great work, maybe just use Misc.getTicks in PrayerHandler.java and good to go?
@@ -440,7 +441,7 @@ public void execute() { | |||
continue; | |||
double drainMinute = pd.drainRate; | |||
double drainSeconds = drainMinute / 60; | |||
double drainTicks = (drainSeconds * 0.6); | |||
double drainTicks = (drainSeconds * GameConstants.GAME_ENGINE_PROCESSING_CYCLE_RATE / 1000D); |
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Can we use Misc.getTicks(drainSeconds)
here?
@@ -173,22 +173,6 @@ public static HitDamage getHitDamage(Mobile entity, Mobile victim, CombatType ty | |||
damage *= damageMultiplier; | |||
} | |||
|
|||
// Do ranged effects with the calculated damage.. |
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Great job on moving this to DarkBowCombatMethod! 🗡️
* @param cast the entity casting this spell | ||
* @return the accuracy multiplier | ||
*/ | ||
public double getAccuracyMultiplier(Mobile cast) { |
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Great job, we can extend this in future to use the OSRSBoxed data that DrHenny & Advo have been plugging in
@@ -30,11 +31,11 @@ public class Misc { | |||
* @return | |||
*/ | |||
public static int getTicks(int seconds) { | |||
return (int) (seconds / 0.6); | |||
return (int) (seconds / GameConstants.GAME_ENGINE_PROCESSING_CYCLE_RATE / 1000D); |
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Good shit, this is much better using the constant
This does a bunch of things. Mainly numerous bug fixes/making more accurate to OSRS, and adding several new special attacks:
For the new special attacks I have added most of the animations/graphics, but some I'm not sure of/weren't matching with what rs has. The attacks all work regardless.
Note there's various empty whitespace removals that Intellij just automatically removed whenever I changed a file because some spacing was weird. Ideally these should be removed anyways so I left them.