P
pk3r kyle
Guest
Purpose: To teach you how to add playerLevel limits for cases - objects, in other words.
Difficulty: However hard YOU MAKE IT
Assumed Knowledge: Case adding, pasting, ctrl + f
Server Base: Any
Classes Modified: client.java
Procedure
Want to learn how to have playerLevel limits for objects? Because I'm going to teach you...
First, let's do over limits - you must have over the specified level to use...
Over Limits:
Step 1: I suggest adding a global here. If not, add it later.
Step 2: Find a case of yours, IE, case 299 in client.java. See it? Press enter after the break; and add this case
Step 3: Now proceed to learn about it. I left some stuff out so you could modify it. The case number should be the object ID of the global you spawned - make sure it has a click symbol, though, like 'read' or 'search.' The playerLevel = ... is the ID of the level they need to pass - find the list below. The level is self explanatory. You can add more requirments by adding this after a playerLevel line.
To choose a playerLevel, change the ID(s). Here is a list.
Under Limits:
Now if you want the levels to be a set way - to high, and they are rejected!
Step 1: I suggest adding a global here. If not now, later.
Step 2: Find another case, and add this under the break;, like last time...
Step 3: Obviously it is like the last one. Everything is the same... except, if you are smart, you'll notice we are dealing with MATH here. See the <'s? In math, < is less than, > is greater than, and = is equal to. And if you want them to allow the level to be the same as the typed, add a = after a < or >. So, we are saying that their level has to be less than the one specified.
Difficulty: However hard YOU MAKE IT
Assumed Knowledge: Case adding, pasting, ctrl + f
Server Base: Any
Classes Modified: client.java
Procedure
Want to learn how to have playerLevel limits for objects? Because I'm going to teach you...
First, let's do over limits - you must have over the specified level to use...
Over Limits:
Step 1: I suggest adding a global here. If not, add it later.
Step 2: Find a case of yours, IE, case 299 in client.java. See it? Press enter after the break; and add this case
Code:
case OBJECT ID OF GLOBAL ADDED:
if(playerLevel[LEVEL ID] >= LEVEL && playerLevel[LEVEL ID] >= LEVEL && playerLevel[LEVEL ID] >= LEVEL)
{
sendMessage("TEXT");
teleportToX = X COORDS;
teleportToY = Y COORDS;
addItem(ITEM ID, AMOUNT);
sendMessage("TEXT IF HAS LEVELS");
} else {
sendMessage("TEXT IF NOT HAVE LEVELS");
sendMessage("^^ TEXT");
}
break;
Step 3: Now proceed to learn about it. I left some stuff out so you could modify it. The case number should be the object ID of the global you spawned - make sure it has a click symbol, though, like 'read' or 'search.' The playerLevel = ... is the ID of the level they need to pass - find the list below. The level is self explanatory. You can add more requirments by adding this after a playerLevel line.
Code:
&& playerLevel[LEVEL ID] >= LEVEL)
To choose a playerLevel, change the ID(s). Here is a list.
Code:
public int playerAttack = 0;
public int playerDefence = 1;
public int playerStrength = 2;
public int playerHitpoints = 3;
public int playerRanged = 4;
public int playerPrayer = 5;
public int playerMagic = 6;
public int playerCooking = 7;
public int playerWoodcutting = 8;
public int playerFletching = 9;
public int playerFishing = 10;
public int playerFiremaking = 11;
public int playerCrafting = 12;
public int playerSmithing = 13;
public int playerMining = 14;
public int playerHerblore = 15;
public int playerAgility = 16;
public int playerThieving = 17;
public int playerSlayer = 18;
public int playerFarming = 19;
public int playerRunecrafting = 20;
Under Limits:
Now if you want the levels to be a set way - to high, and they are rejected!
Step 1: I suggest adding a global here. If not now, later.
Step 2: Find another case, and add this under the break;, like last time...
Code:
case OBJECT ID OF GLOBAL ADDED:
if(playerLevel[LEVEL ID] < LEVEL && playerLevel[LEVEL ID] < LEVEL && playerLevel[LEVEL ID] < LEVEL)
{
sendMessage("TEXT");
teleportToX = X COORDS;
teleportToY = Y COORDS;
addItem(ITEM ID, AMOUNT);
sendMessage("TEXT IF HAS LEVELS");
} else {
sendMessage("TEXT IF HAS TO HIGH LEVELS");
sendMessage("^^ TEXT");
}
break;
Step 3: Obviously it is like the last one. Everything is the same... except, if you are smart, you'll notice we are dealing with MATH here. See the <'s? In math, < is less than, > is greater than, and = is equal to. And if you want them to allow the level to be the same as the typed, add a = after a < or >. So, we are saying that their level has to be less than the one specified.

