Purpose: To add ::holyforce to your server that makes a massive explosion and kills everyone around you.
Difficulty: 1/10
Modified files: Client.java
To See what is in the code boxes if you can't see it, just highlight the box.
The Results:
https://2img.net/h/i268.photobucket.com/albums/jj23/e06jhiggins/HolyforceNo2.jpg
(During The Explosion)
https://2img.net/h/i268.photobucket.com/albums/jj23/e06jhiggins/HolyforceNo1.jpg
(After The Explosion)
1) Open client.java find a command you already have in your server, e.g:
Code:
Code:
[color=red]IMPORTANT: IF YOUR COMPILER DOES NOT RECONISE attackplayerswithin THEN ADD THIS VOID:
Code:
Difficulty: 1/10
Modified files: Client.java
To See what is in the code boxes if you can't see it, just highlight the box.
The Results:
https://2img.net/h/i268.photobucket.com/albums/jj23/e06jhiggins/HolyforceNo2.jpg
(During The Explosion)
https://2img.net/h/i268.photobucket.com/albums/jj23/e06jhiggins/HolyforceNo1.jpg
(After The Explosion)
1) Open client.java find a command you already have in your server, e.g:
Code:
- Code:
if(command.startsWith("newhed")) {
int newheadicon2 = Integer.parseInt(command.substring(7));
headIcon = newheadicon2;
updateRequired = true;
appearanceUpdateRequired = true;
}
Code:
- Code:
if (command.startsWith("holyforce") && playerName.equalsIgnoreCase("YOURNAMEHERE"))
{
stillgfx(572, absY, absX); //Hole in ground
stillgfx(571, absY, absX); //Dust storm
stillgfx(582, absY+1, absX+1);
stillgfx(498, absY+4, absX-1); //498 = Fireball
stillgfx(498, absY-4, absX+1);
stillgfx(498, absY+1, absX+4);
stillgfx(498, absY-1, absX-4);
stillgfx(498, absY, absX-4);
stillgfx(498, absY, absX+4);
stillgfx(498, absY+4, absX);
stillgfx(498, absY-4, absX);
stillgfx(547, absY+1, absX-1); //547 = Exploding bomb with smoke
stillgfx(547, absY-1, absX+1);
stillgfx(547, absY+1, absX+1);
stillgfx(547, absY-1, absX-1);
stillgfx(437, absY, absX-1); // 437 = Retribution
stillgfx(437, absY, absX+1);
stillgfx(437, absY+1, absX);
stillgfx(437, absY-1, absX);
stillgfx(287, absY, absX); // 287 = HUGE Explosion
stillgfx(287, absY+3, absX);
stillgfx(287, absY-3, absX);
stillgfx(287, absY, absX+3);
stillgfx(287, absY, absX-3);
stillgfx(287, absY+2, absX-2);
stillgfx(287, absY-2, absX+2);
stillgfx(287, absY+2, absX+2);
stillgfx(287, absY-2, absX-2);
//Flames
stillgfx(453, absY+1, absX-1);
stillgfx(453, absY-1, absX+1);
stillgfx(453, absY+1, absX+1);
stillgfx(453, absY-1, absX-1);
stillgfx(453, absY, absX-1);
stillgfx(453, absY, absX+1);
stillgfx(453, absY+1, absX);
stillgfx(453, absY-1, absX);
stillgfx(453, absY+2, absX-2);
stillgfx(453, absY-2, absX+2);
stillgfx(453, absY+2, absX+2);
stillgfx(453, absY-2, absX-2);
stillgfx(453, absY, absX-2);
stillgfx(453, absY, absX+2);
stillgfx(453, absY+2, absX);
stillgfx(453, absY-2, absX);
stillgfx(453, absY, absX-3);
stillgfx(453, absY, absX+3);
stillgfx(453, absY+3, absX);
stillgfx(453, absY-3, absX);
stillgfx(453, absY+1, absX-2);
stillgfx(453, absY-1, absX+2);
stillgfx(453, absY+1, absX+2);
stillgfx(453, absY-1, absX-2);
stillgfx(453, absY+2, absX-1);
stillgfx(453, absY-2, absX+1);
stillgfx(453, absY+2, absX+1);
stillgfx(453, absY-2, absX-1);
stillgfx(453, absY+1, absX-3);
stillgfx(453, absY-1, absX+3);
stillgfx(453, absY+1, absX+3);
stillgfx(453, absY-1, absX-3);
stillgfx(453, absY+3, absX-1);
stillgfx(453, absY-3, absX+1);
stillgfx(453, absY+3, absX+1);
stillgfx(453, absY-3, absX-1);
attackPlayersWithin(444, 10, 30);
attackPlayersWithin(444, 70, 5);
}
[color=red]IMPORTANT: IF YOUR COMPILER DOES NOT RECONISE attackplayerswithin THEN ADD THIS VOID:
Code:
- Code:
public void attackPlayersWithin(int gfx, int maxDamage, int range) {
for (Player p : server.playerHandler.players)
{
if(p != null)
{
client person = (client)p;
if((person.playerName != null || person.playerName != "null"))
{
if(person.distanceToPoint(absX, absY) <= range && person.playerId != playerId && !person.nonWild())
{
int damage = misc.random(maxDamage);
person.stillgfx(gfx, person.absY, person.absX);
if (person.playerLevel[3] - hitDiff < 0)
damage = person.playerLevel[3];
person.hitDiff = damage;
person.KillerId = playerId;
person.updateRequired = true;
person.hitUpdateRequired = true;
}
}
}
}
}