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100% Slayer Tower/Caves & West Ardy to Temple Light.
4 posters
Page 1 of 1
100% Slayer Tower/Caves & West Ardy to Temple Light.
Alright, so as the title says it's working Slayer Tower + Caves. I know I'll probably get called a noob because I'm 100% postive this has already been done but who cares, I feel happy that I managed to make this work.
Purpose: Working Slayer Tower & Caves.
Diffculty: As hard as you make it.
Files edited: client.java, npchandler.java, item.java, autospawn.cfg
Source/Server: DeltaScape.
Start off by opening up client.java and search for:
You should see this:
Now under that your going to add ALL of this:
Now what this will do is make ALL the agility doors/shortcuts/stairs/etc work in the slayer tower, caves & the main door to West Ardougne, the 2 doors in the small house and the trapdoor to go underground to the Light Temple, and then the main door will require the New Key (which I added to my slayer shop for 5M).
Now save and close client.java and open up item.java.
Search for this:
And you should see this:
Under the last } your going to add all of this:
Now what that does is setup is a randomised drop system for ALL of the slayer NPC's based off their drops in RS as close to real as I could get.
Purpose: Working Slayer Tower & Caves.
Diffculty: As hard as you make it.
Files edited: client.java, npchandler.java, item.java, autospawn.cfg
Source/Server: DeltaScape.
Start off by opening up client.java and search for:
- Code:
* if(objectID == 1530){ if(objectX == 2716 && objectY == 3472){
You should see this:
- Code:
/*
* if(objectID == 1530){ if(objectX == 2716 && objectY == 3472){
* ReplaceObject(2716, 3472, 1530, -3, 0); } }
*/
Now under that your going to add ALL of this:
- Code:
if ((objectID == 9319) && (objectX == 3422) && (objectY == 3550)) {
if (playerLevel[16] >= 61) {
toX = 3422;
toY = 3551;
heightLevel = 1;
} else
sM("You need at least 61 agility to climb this.");
}
if ((objectID == 4493) && (objectX == 3434) && (objectY == 3537)) {
toX = 3433;
toY = 3538;
heightLevel = 1;
}
if ((objectID == 9320) && (objectX == 3422) && (objectY == 3550)) {
if (playerLevel[16] >= 61) {
toX = 3422;
toY = 3549;
heightLevel = 0;
} else
sM("You need at least 61 agility to climb this.");
}
if ((objectID == 9319) && (objectX == 3447) && (objectY == 3576)) {
if (playerLevel[16] >= 71) {
toX = 3447;
toY = 3575;
heightLevel = 2;
} else
sM("You need at least 71 agility to cross this.");
}
if ((objectID == 4494) && (objectX == 3434) && (objectY == 3537)) {
toX = 3438;
toY = 3538;
heightLevel = 0;
}
if ((objectID == 10529) && (objectX == 3427) && (objectY == 3555)) {
toX = 3426;
toY = 3555;
heightLevel = 1;
}
if ((objectID == 10527) && (objectX == 3426) && (objectY == 3555)) {
toX = 3426;
toY = 3556;
heightLevel = 1;
}
if ((objectID == 4495) && (objectX == 3413) && (objectY == 3540)) {
toX = 3417;
toY = 3540;
heightLevel = 2;
}
if ((objectID == 9320) && (objectX == 3447) && (objectY == 3576)) {
if (playerLevel[16] >= 71) {
toX = 3447;
toY = 3575;
heightLevel = 1;
} else
sM("You need at least 71 agility to climb this.");
}
if ((objectID == 4496) && (objectX == 3415) && (objectY == 3540)) {
toX = 3412;
toY = 3540;
heightLevel = 1;
}
if ((objectID == 5126) && (objectX == 3445) && (objectY == 3554)) {
toX = 3445;
toY = 3555;
heightLevel = 2;
}
if ((objectID == 1597) && (objectX == 2935) && (objectY == 3450)) {
toX = 2935;
toY = 3450;
heightLevel = 0;
}
if ((objectID == 9326) && (objectX == 2774) && (objectY == 10003)) {
if (playerLevel[16] >= 81) {
toX = 2768;
toY = 10002;
heightLevel = 0;
} else
sM("You need at least 81 agility to jump over this.");
}
if ((objectID == 9326) && (objectX == 2769) && (objectY == 10002)) {
if (playerLevel[16] >= 81) {
toX = 2775;
toY = 10003;
heightLevel = 0;
} else
sM("You need at least 81 agility to jump over this.");
}
if ((objectID == 9321) && (objectX == 2734) && (objectY == 10008)) {
if (playerLevel[16] >= 62) {
toX = 2730;
toY = 10008;
heightLevel = 0;
} else
sM("You need at least 62 agility to navigate this.");
}
if ((objectID == 9321) && (objectX == 2731) && (objectY == 10008)) {
if (playerLevel[16] >= 62) {
toX = 2735;
toY = 10008;
heightLevel = 0;
} else
sM("You need at least 62 agility to navigate this.");
}
if ((objectID == 8738) && (objectX == 2558) && (objectY == 3299)) {
toX = 2557;
toY = 3299;
heightLevel = 0;
}
if ((objectID == 2036) && (objectX == 2551) && (objectY == 3320)) {
toX = 2551;
toY = 3321;
heightLevel = 0;
}
if ((objectID == 1530) && (objectX == 2546) && (objectY == 3325)) {
toX = 2546;
toY = 3325;
heightLevel = 0;
}
if ((objectID == 8783) && (objectX == 2542) && (objectY == 3327)) {
toX = 2044;
toY = 4649;
heightLevel = 0;
}
if ((objectID == 8789) && (objectX == 2034) && (objectY == 4636)) { //Taverly Dungeon Gate
if (!playerHasItem(6104, 1)) {
sM("This gate requires the New Key to unlock.");
} else {
if (playerHasItem(6104, 1))
toX = 2033;
toY = 4636;
heightLevel = 0;
}
}
Now what this will do is make ALL the agility doors/shortcuts/stairs/etc work in the slayer tower, caves & the main door to West Ardougne, the 2 doors in the small house and the trapdoor to go underground to the Light Temple, and then the main door will require the New Key (which I added to my slayer shop for 5M).
Now save and close client.java and open up item.java.
Search for this:
- Code:
return Clue[(int)(Math.random()*Clue.length)];
And you should see this:
- Code:
public static int Clue[] = {3827,2856,2857,2858,3828,3829,3830,3831,3832,3833,3834,3835,3836,3837,3838,3839,3841,3843,2633,2635,2637,2639,2641,2643,2645,2647,2649,2651,2653,2655,2657,2659,2661,2663,2665,2667,2669,2671,2673,2675,2581,2579,2577,2591,2593,2595,2597,2607,2609,2611,2613,3473,3475,3478,3479,3480,3481,3483,3485,3486,3488,638,640,642,2589,3629,648,650,652,658,660,662,3748,6322,6324,6328,6330,837,775,386,4251,2856,2857,2858,2856,2857,2858,2856,2857,2858,2856,2857,2858,2856,2857,2858,2856,2857,2858,2856,2857,2858,2856,2857,2858,2856,2857,2858,2856,2857,2858,2856,2857,2858,2856,2857,2858,2856,2857,2858,2856,2857,2858,2856,2857,2858,2856,2857,2858,2856,2857,2858,7319,7321,7323,7325,7327,7332,7334,7336,7338,7340,7342,7344,7346,7348,7350,7352,7354,7356,7358,7360,7362,7364,7366,7368,7370,7372,7374,7376,7378,7380,7382,7384,7386,7388,7390,7392,7394,7396,7398,7399,7400,985,987};
public static int randomClue()
{
return Clue[(int)(Math.random()*Clue.length)];
}
Under the last } your going to add all of this:
- Code:
public static int CrawlingHand[] = {526,526,526,526,526,526,526,526,1247,830,526,526,526,526,526,526,526,1249,526,526,526,526,1059,1059,1059,526,526,526,526,526,1617,526,1619,526,1621,526,526,1623,1623,526,526,985,526,526,526,957,526,526,526,526,2366};
public static int randomCrawlingHand()
{
return CrawlingHand[(int) (Math.random()*CrawlingHand.length)];
}
public static int Banshee[] = {592,592,592,592,592,592,1420,592,592,592,592,1203,1247,830,592,592,592,592,592,592,1249,592,592,592,592,592,1191,1157,592,592,592,592,592,4105,2856,592,592,592,985,592,592,592,592,987,592,592,592,592,592,592,592,592,2366};
public static int randomBanshee()
{
return Banshee[(int) (Math.random()*Banshee.length)];
}
public static int Rockslug[] = {440,440,440,440,440,440,440,440,440,4115,440,440,1247,440,440,440,440,440,440,440,440,1249,440,440,440,440,440,440,440,440,440,440,440,453,453,440,440,440,449,440,440,440,449,987,440,985,440,440,440,440,440,440,440,2366};
public static int randomRockslug()
{
return Rockslug[(int) (Math.random()*Rockslug.length)];
}
public static int Cockatrice[] = {526,526,526,526,526,1295,1279,526,526,526,526,526,526,526,526,1207,526,526,1247,526,526,526,526,526,526,1249,526,526,526,526,526,526,4121,526,526,526,526,526,4117,526,526,526,2858,2858,526,526,526,526,526,526,985,526,526,526,987,526,526,2366};
public static int randomCockatrice()
{
return Cockatrice[(int) (Math.random()*Cockatrice.length)];
}
public static int Pyrefiend[] = {592,592,592,592,592,592,1387,592,592,592,1203,1203,1203,592,592,592,592,592,1247,1247,592,592,592,592,592,592,4121,4121,592,592,592,592,592,4123,4123,592,592,592,592,592,592,1157,592,592,1109,592,592,592,592,1145,592,592,1113,592,592,2858,592,985,592,987,592,592,592,2366};
public static int randomPyrefiend()
{
return Pyrefiend[(int) (Math.random()*Pyrefiend.length)];
}
public static int Basilisk[] = {526,526,526,526,526,1355,526,526,526,526,1365,526,526,526,526,526,526,1243,526,526,526,1213,526,526,526,526,1247,526,526,526,526,1249,526,526,526,526,526,1181,526,526,526,526,526,1161,526,526,526,526,4109,526,526,526,526,4107,526,526,526,449,449,526,526,526,526,526,985,987,526,526,2366};
public static int randomBasilisk()
{
return Basilisk[(int) (Math.random()*Basilisk.length)];
}
public static int InfernalMage[] = {526,526,526,526,526,526,3053,526,526,526,1593,526,526,526,526,526,1379,1379,1379,1379,526,526,526,526,526,526,526,526,1387,526,526,526,4099,526,526,526,526,526,4107,526,526,526,526,526,526,4105,526,526,526,526,526,526,526,526,};
public static int randomInfernalMage()
{
return InfernalMage[(int) (Math.random()*InfernalMage.length)];
}
public static int Bloodveld[] = {526,526,526,526,526,526,1353,1353,526,526,526,526,526,1325,1325,526,526,526,526,526,1247,526,1249,526,526,4126,4126,526,526,526,1157,1157,526,526,526,1181,526,526,1109,1161,1147,526,526,526,526,526,985,526,526,987,526,526,526,526,2366,526,526,};
public static int randomBloodveld()
{
return Bloodveld[(int) (Math.random()*Bloodveld.length)];
}
public static int Jelly[] = {592,592,592,1365,1365,592,592,592,1311,1311,1311,592,592,592,592,1353,592,592,1247,592,1249,592,592,1213,1213,4127,592,592,592,1197,592,592,592,1163,592,2857,592,592,592,987,592,592,592,592,985,592,592,592,592,592,592,2366};
public static int randomJelly()
{
return Jelly[(int) (Math.random()*Jelly.length)];
}
public static int Turoth[] = {526,526,526,1213,526,526,1353,1353,526,526,526,1355,526,1365,526,526,526,526,1249,526,526,526,526,526,1197,526,526,526,526,526,1119,526,526,1069,526,526,526,526,526,1161,526,526,526,526,1157,526,526,526,526,4113,526,526,526,985,526,526,987,526,526,526,526,2857,526,2366};
public static int randomTuroth()
{
return Turoth[(int) (Math.random()*Turoth.length)];
}
public static int Spectre[] = {592,592,1353,592,592,592,592,1247,1249,592,592,592,592,592,592,592,592,3054,3054,592,592,592,592,592,592,1197,1197,1197,1073,592,592,592,592,1163,592,592,4103,4103,592,592,592,592,2856,2856,592,592,592,592,592,592,985,592,592,987,592,592,592,592,2366};
public static int randomSpectre()
{
return Spectre[(int) (Math.random()*Spectre.length)];
}
public static int Dustdevil[] = {526,526,526,526,1353,1353,526,526,1213,1213,526,526,526,526,526,1399,526,526,1247,526,526,526,526,1249,526,526,526,526,526,526,2489,526,526,526,526,526,526,1149,526,526,526,526,526,526,526,526,526,526,3140526,526,526,526,526,526,526,526,526,526,985,987,526,526,526,526,526,526,2366};
public static int randomDustdevil()
{
return Dustdevil[(int) (Math.random()*Dustdevil.length)];
}
public static int Kurask[] = {526,526,526,1303,526,526,526,526,526,526,1355,526,526,526,1247,526,526,526,526,526,526,1249,526,526,526,2858,2857,526,526,526,526,526,526,985,526,526,526,987,526,526,526,526,526,526,2366,526,526,526,};
public static int randomKurask()
{
return Kurask[(int) (Math.random()*Kurask.length)];
}
public static int Gargoyle[] = {592,592,592,1311,1311,592,592,592,1353,1353,1353,592,592,592,1365,592,592,592,4153,592,592,592,592,592,592,4153,592,592,592,1247,592,592,592,592,592,592,1247,592,592,592,592,592,592,4101,592,592,592,2858,2857,2856,592,592,592,592,592,592,985,592,592,592,987,592,592,592,592,592,592,2366};
public static int randomGargoyle()
{
return Gargoyle[(int) (Math.random()*Gargoyle.length)];
}
public static int Nechryael[] = {592,592,592,1311,1311592,592,592,1353,1353,1353,592,592,592,1365,1365,592,592,592,592,592,592,1319,592,592,592,1303,592,592,592,1373,592,592,592,1213,1213,592,592,592,1247,592,592,592,1249,4131,592,592,592,592,592,592,1197,1197,592,592,592,592,592,592,1073,1073,592,592,592,592,592,592,1163,592,592,592,1201,1185,592,592,592,592,592,592,1127,592,592,592,1149,592,592,592,1615,1615,592,592,592,2858,2857,2856,592,592,592,592,592,592,985,592,592,592,987,592,592,592,2366};
public static int randomNechryael()
{
return Nechryael[(int) (Math.random()*Nechryael.length)];
}
public static int Abyssaldemon[] = {1361,592,592,592,1426,592,592,592,1249,592,592,592,592,592,592,1373,592,592,592,1319,592,592,592,1247,1247,592,592,592,1365,1365,1365,592,592,592,592,592,592,1149,1149,592,592,592,1197,592,592,592,1113,592,592,592,592,592,592,1201,592,592,592,1147,592,592,592,592,592,592,1185,592,592,592,592,592,592,2858,2857,2856,592,592,592,592,592,592,1615592,592,592,592,592,592,592,592,592,2366,592,592,592,592,592,592,592,592,592,592,592,592,985,592,592,592,592,592,592,987};
public static int randomAbyssaldemon()
{
return Abyssaldemon[(int) (Math.random()*Abyssaldemon.length)];
}
public static int Darkbeast[] = {526,526,526,1361,526,526,526,1247,1247,526,526,526,526,526,526,1373,526,526,526,1319,526,526,526,526,526,526,1249,526,526,526,526,526,526,526,526,526,526,526,526,4827,526,526,526,1113,526,526,526,1163,526,526,526,526,526,526,1183,1183,526,526,526,1185,526,526,526,526,526,526,1201,526,526,526,1149,526,526,526,2361,2361,526,526,526,526,526,526,2363,526,526,526,985,526,526,526,987,526,526,526,1615,526,526,526,2366};
public static int randomDarkbeast()
{
return Darkbeast[(int) (Math.random()*Darkbeast.length)];
}
public static int Cavecrawler[] = {592,592,592,592,1249,592,592,4119,592,592,592,592,592,592,985,592,592,987,592,592,592,592,2366};
public static int randomCavecrawler()
{
return Cavecrawler[(int) (Math.random()*Cavecrawler.length)];
}
Now what that does is setup is a randomised drop system for ALL of the slayer NPC's based off their drops in RS as close to real as I could get.
King Redrum- Veteran
- Posts : 10
Join date : 2008-11-08
Age : 33
Location : Virginia.
Part 2.
Save and close item.java then open up NPCHandler.java and search for this:
Now hit enter under that last } and then place all of this under it:
Now what that does is make it so when you kill that NPC it drops something from the randomised drop system in item.java.
Now save & close NPChandler.java and then open up your autospawn.cfg and scroll all the way to the bottom, under the last entry and above the "[ENDOFSPAWNLIST]" crap, place this:
Save, close, compile, run. You can setup your own ways to tele to the tower/caves, the main absX and absY for them are:
Slayer cave: 2806, 10001
Slayer tower: 3428, 3537
Flame me if you want, I know I'm a nub. Hope this helped the slayer freaks like myself.
- Code:
if(npcs[i].npcType == 258){
temp.assaultKills += 3;
}
Now hit enter under that last } and then place all of this under it:
- Code:
if(npcs[i].npcType == 1648) { // Crawling Hand Drop Randomiser
ItemHandler.addItem(Item.randomCrawlingHand(), npcs[i].absX, npcs[i].absY, 1, GetNpcKiller(i), false);
}
if(npcs[i].npcType == 1612) { // Banshee Drop Randomiser
ItemHandler.addItem(Item.randomBanshee(), npcs[i].absX, npcs[i].absY, 1, GetNpcKiller(i), false);
}
if(npcs[i].npcType == 1622) { // Rock Slug Drop Randomiser
ItemHandler.addItem(Item.randomRockslug(), npcs[i].absX, npcs[i].absY, 1, GetNpcKiller(i), false);
}
if(npcs[i].npcType == 1620) { // Cockatrice Drop Randomiser
ItemHandler.addItem(Item.randomCockatrice(), npcs[i].absX, npcs[i].absY, 1, GetNpcKiller(i), false);
}
if(npcs[i].npcType == 1633) { // Pyrefiend Drop Randomiser
ItemHandler.addItem(Item.randomPyrefiend(), npcs[i].absX, npcs[i].absY, 1, GetNpcKiller(i), false);
}
if(npcs[i].npcType == 1616) { // Basilisk Drop Randomiser
ItemHandler.addItem(Item.randomBasilisk(), npcs[i].absX, npcs[i].absY, 1, GetNpcKiller(i), false);
}
if(npcs[i].npcType == 1643) { // Infernal Mage Drop Randomiser
ItemHandler.addItem(Item.randomInfernalMage(), npcs[i].absX, npcs[i].absY, 1, GetNpcKiller(i), false);
}
if(npcs[i].npcType == 1619) { // Bloodveld Drop Randomiser
ItemHandler.addItem(Item.randomBloodveld(), npcs[i].absX, npcs[i].absY, 1, GetNpcKiller(i), false);
}
if(npcs[i].npcType == 1637) { // Jelly Drop Randomiser
ItemHandler.addItem(Item.randomJelly(), npcs[i].absX, npcs[i].absY, 1, GetNpcKiller(i), false);
}
if(npcs[i].npcType == 1627) { // Turoth Drop Randomiser
ItemHandler.addItem(Item.randomTuroth(), npcs[i].absX, npcs[i].absY, 1, GetNpcKiller(i), false);
}
if(npcs[i].npcType == 1604) { // Aberrant Spectre Drop Randomiser
ItemHandler.addItem(Item.randomSpectre(), npcs[i].absX, npcs[i].absY, 1, GetNpcKiller(i), false);
}
if(npcs[i].npcType == 1624) { // Dust Devil Drop Randomiser
ItemHandler.addItem(Item.randomDustdevil(), npcs[i].absX, npcs[i].absY, 1, GetNpcKiller(i), false);
}
if(npcs[i].npcType == 1608) { // Kurask Drop Randomiser
ItemHandler.addItem(Item.randomKurask(), npcs[i].absX, npcs[i].absY, 1, GetNpcKiller(i), false);
}
if(npcs[i].npcType == 1610) { // Gargoyle Drop Randomiser
ItemHandler.addItem(Item.randomGargoyle(), npcs[i].absX, npcs[i].absY, 1, GetNpcKiller(i), false);
}
if(npcs[i].npcType == 1613) { // Nechryael Drop Randomiser
ItemHandler.addItem(Item.randomNechryael(), npcs[i].absX, npcs[i].absY, 1, GetNpcKiller(i), false);
}
if(npcs[i].npcType == 1615) { // Abyssal Demon Drop Randomiser
ItemHandler.addItem(Item.randomAbyssaldemon(), npcs[i].absX, npcs[i].absY, 1, GetNpcKiller(i), false);
}
if(npcs[i].npcType == 2783) { // Dark Beast Drop Randomiser
ItemHandler.addItem(Item.randomDarkbeast(), npcs[i].absX, npcs[i].absY, 1, GetNpcKiller(i), false);
}
if(npcs[i].npcType == 1600) { //Cave Crawler Drop Randomiser
ItemHandler.addItem(Item.randomCavecrawler(), npcs[i].absX, npcs[i].absY, 1, GetNpcKiller(i), false);
}
Now what that does is make it so when you kill that NPC it drops something from the randomised drop system in item.java.
Now save & close NPChandler.java and then open up your autospawn.cfg and scroll all the way to the bottom, under the last entry and above the "[ENDOFSPAWNLIST]" crap, place this:
- Code:
//Slayer Tower NPC's
spawn = 1648 3411 3549 0 0 0 0 0 2 Crawling Hand
spawn = 1648 3414 3546 0 0 0 0 0 2 Crawling Hand
spawn = 1648 3418 3551 0 0 0 0 0 2 Crawling Hand
spawn = 1648 3422 3547 0 0 0 0 0 2 Crawling Hand
spawn = 1648 3425 3543 0 0 0 0 0 2 Crawling Hand
spawn = 1648 3418 3558 0 0 0 0 0 2 Crawling Hand
spawn = 1648 3423 3559 0 0 0 0 0 2 Crawling Hand
spawn = 1648 3422 3556 0 0 0 0 0 2 Crawling Hand
spawn = 1648 3412 3561 0 0 0 0 0 2 Crawling Hand
spawn = 1648 3415 3570 0 0 0 0 0 2 Crawling Hand
spawn = 1648 3419 3573 0 0 0 0 0 2 Crawling Hand
spawn = 1648 3421 3570 0 0 0 0 0 2 Crawling Hand
spawn = 1648 3424 3574 0 0 0 0 0 2 Crawling Hand
spawn = 1612 3437 3563 0 0 0 0 0 2 Banshee
spawn = 1612 3431 3564 0 0 0 0 0 2 Banshee
spawn = 1612 3435 3553 0 0 0 0 0 2 Banshee
spawn = 1612 3434 3552 0 0 0 0 0 2 Banshee
spawn = 1612 3438 3548 0 0 0 0 0 2 Banshee
spawn = 1612 3441 3553 0 0 0 0 0 2 Banshee
spawn = 1612 3445 3554 0 0 0 0 0 2 Banshee
spawn = 1612 3440 3540 0 0 0 0 0 2 Banshee
spawn = 1612 3446 3538 0 0 0 0 0 2 Banshee
spawn = 1612 3449 3535 0 0 0 0 0 2 Banshee
spawn = 1612 3440 3536 0 0 0 0 0 2 Banshee
spawn = 1643 3437 3558 1 0 0 0 0 2 Infernal Mage
spawn = 1643 3440 3563 1 0 0 0 0 2 Infernal Mage
spawn = 1643 3434 3564 1 0 0 0 0 2 Infernal Mage
spawn = 1643 3431 3560 1 0 0 0 0 2 Infernal Mage
spawn = 1643 3436 3572 1 0 0 0 0 2 Infernal Mage
spawn = 1643 3442 3574 1 0 0 0 0 2 Infernal Mage
spawn = 1643 3446 3571 1 0 0 0 0 2 Infernal Mage
spawn = 1643 3444 3567 1 0 0 0 0 2 Infernal Mage
spawn = 1643 3446 3563 1 0 0 0 0 2 Infernal Mage
spawn = 1643 3445 3559 1 0 0 0 0 2 Infernal Mage
spawn = 1618 3425 3573 1 0 0 0 0 2 Bloodveld
spawn = 1618 3420 3572 1 0 0 0 0 2 Bloodveld
spawn = 1618 3415 3573 1 0 0 0 0 2 Bloodveld
spawn = 1618 3410 3575 1 0 0 0 0 2 Bloodveld
spawn = 1618 3409 3570 1 0 0 0 0 2 Bloodveld
spawn = 1618 3411 3559 1 0 0 0 0 2 Bloodveld
spawn = 1618 3417 3564 1 0 0 0 0 2 Bloodveld
spawn = 1618 3418 3560 1 0 0 0 0 2 Bloodveld
spawn = 1618 3423 3563 1 0 0 0 0 2 Bloodveld
spawn = 1618 3425 3560 1 0 0 0 0 2 Bloodveld
spawn = 1618 3421 3557 1 0 0 0 0 2 Bloodveld
spawn = 1604 3442 3548 1 0 0 0 0 2 Aberrant Spectre
spawn = 1604 3438 3543 1 0 0 0 0 2 Aberrant Spectre
spawn = 1604 3434 3547 1 0 0 0 0 2 Aberrant Spectre
spawn = 1604 3429 3550 1 0 0 0 0 2 Aberrant Spectre
spawn = 1604 3413 3551 1 0 0 0 0 2 Aberrant Spectre
spawn = 1604 3412 3550 1 0 0 0 0 2 Aberrant Spectre
spawn = 1604 3416 3547 1 0 0 0 0 2 Aberrant Spectre
spawn = 1604 3427 3543 1 0 0 0 0 2 Aberrant Spectre
spawn = 1604 3426 3539 1 0 0 0 0 2 Aberrant Spectre
spawn = 1604 3421 3536 1 0 0 0 0 2 Aberrant Spectre
spawn = 1610 3435 3538 2 0 0 0 0 2 Gargoyle
spawn = 1610 3441 3538 2 0 0 0 0 2 Gargoyle
spawn = 1610 3446 3536 2 0 0 0 0 2 Gargoyle
spawn = 1610 3440 3541 2 0 0 0 0 2 Gargoyle
spawn = 1610 3444 3543 2 0 0 0 0 2 Gargoyle
spawn = 1610 3437 3547 2 0 0 0 0 2 Gargoyle
spawn = 1610 3431 3550 2 0 0 0 0 2 Gargoyle
spawn = 1610 3437 3551 2 0 0 0 0 2 Gargoyle
spawn = 1610 3446 3549 2 0 0 0 0 2 Gargoyle
spawn = 1613 3435 3572 2 0 0 0 0 2 Nechryael
spawn = 1613 3442 3573 2 0 0 0 0 2 Nechryael
spawn = 1613 3439 3570 2 0 0 0 0 2 Nechryael
spawn = 1613 3435 3567 2 0 0 0 0 2 Nechryael
spawn = 1613 3440 3564 2 0 0 0 0 2 Nechryael
spawn = 1613 3445 3565 2 0 0 0 0 2 Nechryael
spawn = 1613 3444 3561 2 0 0 0 0 2 Nechryael
spawn = 1613 3446 3558 2 0 0 0 0 2 Nechryael
spawn = 1615 3411 3559 2 0 0 0 0 2 Abyssal Demon
spawn = 1615 3412 3563 2 0 0 0 0 2 Abyssal Demon
spawn = 1615 3417 3563 2 0 0 0 0 2 Abyssal Demon
spawn = 1615 3413 3567 2 0 0 0 0 2 Abyssal Demon
spawn = 1615 3411 3570 2 0 0 0 0 2 Abyssal Demon
spawn = 1615 3409 3575 2 0 0 0 0 2 Abyssal Demon
spawn = 1615 3424 3573 2 0 0 0 0 2 Abyssal Demon
spawn = 1615 3428 3573 2 0 0 0 0 2 Abyssal Demon
spawn = 1615 3428 3569 2 0 0 0 0 2 Abyssal Demon
spawn = 1615 3425 3566 2 0 0 0 0 2 Abyssal Demon
spawn = 1615 3428 3563 2 0 0 0 0 2 Abyssal Demon
//Dark Beasts (Temple of Light Dungeon)
spawn = 2783 1989 4662 0 0 0 0 0 2 Dark Beast
spawn = 2783 1995 4661 0 0 0 0 0 2 Dark Beast
spawn = 2783 1991 4657 0 0 0 0 0 2 Dark Beast
spawn = 2783 1994 4655 0 0 0 0 0 2 Dark Beast
spawn = 2783 1988 4652 0 0 0 0 0 2 Dark Beast
spawn = 2783 1995 4645 0 0 0 0 0 2 Dark Beast
spawn = 2783 2003 4639 0 0 0 0 0 2 Dark Beast
//Slayer Cave NPC's
spawn = 1600 2790 9997 0 0 0 0 0 2 Cave Crawler
spawn = 1600 2793 9993 0 0 0 0 0 2 Cave Crawler
spawn = 1600 2786 9992 0 0 0 0 0 2 Cave Crawler
spawn = 1600 2785 9998 0 0 0 0 0 2 Cave Crawler
spawn = 1600 2787 9996 0 0 0 0 0 2 Cave Crawler
spawn = 1600 2779 9999 0 0 0 0 0 2 Cave Crawler
spawn = 1622 2804 10021 0 0 0 0 0 2 Rockslug
spawn = 1622 2807 10018 0 0 0 0 0 2 Rockslug
spawn = 1622 2803 10017 0 0 0 0 0 2 Rockslug
spawn = 1622 2798 10020 0 0 0 0 0 2 Rockslug
spawn = 1622 2799 10016 0 0 0 0 0 2 Rockslug
spawn = 1622 2801 10013 0 0 0 0 0 2 Rockslug
spawn = 1622 2795 10016 0 0 0 0 0 2 Rockslug
spawn = 1622 2791 10020 0 0 0 0 0 2 Rockslug
spawn = 1620 2795 10038 0 0 0 0 0 2 Cockatrice
spawn = 1620 2798 10034 0 0 0 0 0 2 Cockatrice
spawn = 1620 2795 10032 0 0 0 0 0 2 Cockatrice
spawn = 1620 2792 10034 0 0 0 0 0 2 Cockatrice
spawn = 1620 2789 10036 0 0 0 0 0 2 Cockatrice
spawn = 1620 2787 10032 0 0 0 0 0 2 Cockatrice
spawn = 1620 2784 10036 0 0 0 0 0 2 Cockatrice
spawn = 1633 2760 10004 0 0 0 0 0 2 Pyrefiend
spawn = 1633 2757 10006 0 0 0 0 0 2 Pyrefiend
spawn = 1633 2762 10008 0 0 0 0 0 2 Pyrefiend
spawn = 1633 2757 10009 0 0 0 0 0 2 Pyrefiend
spawn = 1633 2759 10000 0 0 0 0 0 2 Pyrefiend
spawn = 1633 2764 10001 0 0 0 0 0 2 Pyrefiend
spawn = 1633 2760 9997 0 0 0 0 0 2 Pyrefiend
spawn = 1616 2739 10009 0 0 0 0 0 2 Basilisk
spawn = 1616 2744 10011 0 0 0 0 0 2 Basilisk
spawn = 1616 2741 10013 0 0 0 0 0 2 Basilisk
spawn = 1616 2745 10015 0 0 0 0 0 2 Basilisk
spawn = 1616 2740 10004 0 0 0 0 0 2 Basilisk
spawn = 1616 2744 10002 0 0 0 0 0 2 Basilisk
spawn = 1616 2748 10006 0 0 0 0 0 2 Basilisk
spawn = 1637 2702 10027 0 0 0 0 0 2 Jelly
spawn = 1637 2705 10032 0 0 0 0 0 2 Jelly
spawn = 1637 2709 10029 0 0 0 0 0 2 Jelly
spawn = 1637 2711 10026 0 0 0 0 0 2 Jelly
spawn = 1637 2709 10022 0 0 0 0 0 2 Jelly
spawn = 1637 2698 10025 0 0 0 0 0 2 Jelly
spawn = 1637 2687 10028 0 0 0 0 0 2 Jelly
spawn = 1637 2700 10032 0 0 0 0 0 2 Jelly
spawn = 1627 2721 10006 0 0 0 0 0 2 Turoth
spawn = 1627 2720 10010 0 0 0 0 0 2 Turoth
spawn = 1627 2725 10010 0 0 0 0 0 2 Turoth
spawn = 1627 2727 10005 0 0 0 0 0 2 Turoth
spawn = 1627 2723 10001 0 0 0 0 0 2 Turoth
spawn = 1627 2718 9999 0 0 0 0 0 2 Turoth
spawn = 1627 2715 10006 0 0 0 0 0 2 Turoth
spawn = 1627 2715 10010 0 0 0 0 0 2 Turoth
spawn = 1608 2695 10003 0 0 0 0 0 2 Kurask
spawn = 1608 2701 10000 0 0 0 0 0 2 Kurask
spawn = 1608 2697 9996 0 0 0 0 0 2 Kurask
spawn = 1608 2702 9993 0 0 0 0 0 2 Kurask
spawn = 1608 2704 9996 0 0 0 0 0 2 Kurask
Save, close, compile, run. You can setup your own ways to tele to the tower/caves, the main absX and absY for them are:
Slayer cave: 2806, 10001
Slayer tower: 3428, 3537
Flame me if you want, I know I'm a nub. Hope this helped the slayer freaks like myself.
King Redrum- Veteran
- Posts : 10
Join date : 2008-11-08
Age : 33
Location : Virginia.
Re: 100% Slayer Tower/Caves & West Ardy to Temple Light.
nice dude =P idk if il use but ty
Dragonking- Admin
- Posts : 12
Join date : 2008-11-08
Re: 100% Slayer Tower, Caves and West Ardy to Light Temple
Lol no problem, my next project is a working Karamja Dragon Caves with the entrance on Brimhaven that requires 750 GP. The only thing I won't have is the Black Demons, for some reason I can't make them attackable in Delta.
King Redrum- Veteran
- Posts : 10
Join date : 2008-11-08
Age : 33
Location : Virginia.
Re: 100% Slayer Tower/Caves & West Ardy to Temple Light.
id probly use that lol
Dragonking- Admin
- Posts : 12
Join date : 2008-11-08
Yeah lol
Yeah lol. But I'm not looking forward to this project.
King Redrum- Veteran
- Posts : 10
Join date : 2008-11-08
Age : 33
Location : Virginia.
Re: 100% Slayer Tower/Caves & West Ardy to Temple Light.
You should also put this in the TuT section! its well planned thanks!
Jason- V.I.P.
- Posts : 2
Join date : 2008-11-30
Re: 100% Slayer Tower/Caves & West Ardy to Temple Light.
This is ftw.
I might use it in my next attempt to make a server.
I might use it in my next attempt to make a server.
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