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			<title><![CDATA[help with 'cannot find symbol']]></title>
			<link>http://www.daniweb.com/forums/thread166600.html</link>
			<pubDate>Tue, 06 Jan 2009 23:07:08 GMT</pubDate>
			<description><![CDATA[<div class="codeblock"> <div class="spaced"> <div style="float:right; margin-right:10px"> <a href="/forums/misc.php?do=explaincode&amp;TB_iframe=true&amp;height=400&amp;width=680" class="thickbox" title="Help with Code Tags" target="_blank">Help with Code Tags</a> </div> <div>(<a href="#"...]]></description>
			<content:encoded><![CDATA[<div><pre style="margin:20px; line-height:13px">import java.net.*;<br />
import java.sql.*;<br />
import java.io.*;<br />
import java.util.StringTokenizer;<br />
import java.util.Calendar;<br />
import java.util.GregorianCalendar;<br />
<br />
<br />
public class server implements Runnable {<br />
<br />
&nbsp; &nbsp; public server() {// the current way of controlling the server at runtime and a great debugging/testing tool<br />
&nbsp; &nbsp; &nbsp; &nbsp; // jserv js = new jserv(this);<br />
&nbsp; &nbsp; &nbsp; &nbsp; // js.start();<br />
&nbsp; &nbsp; }<br />
&nbsp; &nbsp; // TODO: yet to figure out proper value for timing, but 500 seems good<br />
&nbsp; &nbsp; public static final int cycleTime = 500;<br />
&nbsp; &nbsp; public static boolean updateServer = false;<br />
&nbsp; &nbsp; public static int updateSeconds = 180; // 180 because it doesnt make the time jump at the start :P<br />
&nbsp; &nbsp; public static long startTime;<br />
<br />
&nbsp; &nbsp; public static void main(java.lang.String args[]) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; clientHandler = new server();<br />
&nbsp; &nbsp; &nbsp; &nbsp; (new Thread(clientHandler)).start(); // launch server listener<br />
<br />
&nbsp; &nbsp; &nbsp; &nbsp; playerHandler = new PlayerHandler();<br />
&nbsp; &nbsp; &nbsp; &nbsp; FollowHandler = new FollowHandler();<br />
&nbsp; &nbsp; &nbsp; &nbsp; textHandler = new TextHandler();<br />
&nbsp; &nbsp; &nbsp; &nbsp; npcHandler = new NPCHandler();<br />
&nbsp; &nbsp; &nbsp; &nbsp; itemHandler = new ItemHandler();<br />
&nbsp; &nbsp; &nbsp; &nbsp; shopHandler = new ShopHandler();<br />
&nbsp; &nbsp; &nbsp; &nbsp; antilag = new antilag();<br />
&nbsp; &nbsp; &nbsp; &nbsp; itemspawnpoints = new itemspawnpoints();<br />
&nbsp; &nbsp; &nbsp; &nbsp; GraphicsHandler = new GraphicsHandler();<br />
&nbsp; &nbsp; &nbsp; &nbsp; objectHandler = new ObjectHandler();<br />
&nbsp; &nbsp; &nbsp; &nbsp; Castlewars = new Castlewars();<br />
&nbsp; &nbsp; &nbsp; &nbsp; restartTimer = new restartTimer();<br />
&nbsp; &nbsp; &nbsp; &nbsp; int waitFails = 0;<br />
&nbsp; &nbsp; &nbsp; &nbsp; long lastTicks = System.currentTimeMillis();<br />
&nbsp; &nbsp; &nbsp; &nbsp; long totalTimeSpentProcessing = 0;<br />
&nbsp; &nbsp; &nbsp; &nbsp; int cycle = 0;<br />
<br />
&nbsp; &nbsp; &nbsp; &nbsp; while (!shutdownServer) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (updateServer) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; calcTime();<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; // could do game updating stuff in here...<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; // maybe do all the major stuff here in a big loop and just do the packet<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; // sending/receiving in the client subthreads. The actual packet forming code<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; // will reside within here and all created packets are then relayed by the subthreads.<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; // This way we avoid all the sync'in issues<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; // The rough outline could look like:<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; playerHandler.process(); // updates all player related stuff<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcHandler.process();<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; Castlewars.process();<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; restartTimer.process();<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; itemHandler.process();<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; shopHandler.process();<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcHandler.teleportPet_process((int) npcType, (int) x, (int) y, (int) summonedBy);<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; antilag.process();<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; itemspawnpoints.process();<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; objectHandler.process();<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; objectHandler.firemaking_process();<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; System.gc();<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; // doNpcs()&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; // all npc related stuff<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; // doObjects()<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; // doWhatever()<br />
&nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; // taking into account the time spend in the processing code for more accurate timing<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; long timeSpent = System.currentTimeMillis() - lastTicks;<br />
<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; totalTimeSpentProcessing += timeSpent;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (timeSpent &gt;= cycleTime) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; timeSpent = cycleTime;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (++waitFails &gt; 100) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; // shutdownServer = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; misc.println(<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &quot;[KERNEL]: machine is too slow to run this server!&quot;);<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; try {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; Thread.sleep(cycleTime - timeSpent);<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } catch (java.lang.Exception _ex) {}<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; lastTicks = System.currentTimeMillis();<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; cycle++;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (cycle % 100 == 0) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; float time = ((float) totalTimeSpentProcessing) / cycle;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; // misc.println_debug(&quot;[KERNEL]: &quot;+(time*100/cycleTime)+&quot;% processing time&quot;);<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (cycle % 3600 == 0) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; System.gc();<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (ShutDown == true) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (ShutDownCounter &gt;= 100) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; shutdownServer = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; ShutDownCounter++;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; }<br />
<br />
&nbsp; &nbsp; &nbsp; &nbsp; // shut down the server<br />
&nbsp; &nbsp; &nbsp; &nbsp; playerHandler.destruct();<br />
&nbsp; &nbsp; &nbsp; &nbsp; clientHandler.killServer();<br />
&nbsp; &nbsp; &nbsp; &nbsp; clientHandler = null;<br />
&nbsp; &nbsp; }<br />
<br />
&nbsp; &nbsp; public Socket acceptSocketSafe(ServerSocket x) { // Anti-nuller by Slysoft<br />
&nbsp; &nbsp; &nbsp; &nbsp; boolean socketFound = false;<br />
&nbsp; &nbsp; &nbsp; &nbsp; Socket s = null;<br />
<br />
&nbsp; &nbsp; &nbsp; &nbsp; do {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; try {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; s = x.accept();<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; int i = s.getInputStream().read();<br />
<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if ((i &amp; 0xFF) == 14) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; socketFound = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } catch (Exception e) {}<br />
&nbsp; &nbsp; &nbsp; &nbsp; } while (!socketFound);<br />
<br />
&nbsp; &nbsp; &nbsp; &nbsp; return s;<br />
&nbsp; &nbsp; }<br />
<br />
&nbsp; &nbsp; public static server clientHandler = null; // handles all the clients<br />
&nbsp; &nbsp; public static int cwarszammymax = 0;<br />
&nbsp; &nbsp; public static int cwarssaramax = 0;<br />
&nbsp; &nbsp; public static int team1 = 0;<br />
&nbsp; &nbsp; public static int team2 = 0;<br />
&nbsp; &nbsp; public static int zammyscore = 0;<br />
&nbsp; &nbsp; public static int sarascore = 0;<br />
&nbsp; &nbsp; public static Castlewars Castlewars = null;<br />
&nbsp; &nbsp; public static restartTimer restartTimer = null;<br />
&nbsp; &nbsp; public static NPCHandler teleportPet = null;<br />
&nbsp; &nbsp; public static java.net.ServerSocket clientListener = null;<br />
&nbsp; &nbsp; public static boolean shutdownServer = false; // set this to true in order to shut down and kill the server<br />
&nbsp; &nbsp; public static boolean shutdownClientHandler; // signals ClientHandler to shut down<br />
&nbsp; &nbsp; public static int serverlistenerPort = 43594; // 43594=default<br />
<br />
&nbsp; &nbsp; public static PlayerHandler playerHandler = null;<br />
&nbsp; &nbsp; public static NPCHandler npcHandler = null;<br />
&nbsp; &nbsp; public static TextHandler textHandler = null;<br />
&nbsp; &nbsp; public static ItemHandler itemHandler = null;<br />
&nbsp; &nbsp; public static ShopHandler shopHandler = null;<br />
&nbsp; &nbsp; public static antilag antilag = null;<br />
&nbsp; &nbsp; public static itemspawnpoints itemspawnpoints = null;<br />
&nbsp; &nbsp; public static GraphicsHandler GraphicsHandler = null;<br />
&nbsp; &nbsp; public static ObjectHandler objectHandler = null;<br />
&nbsp; &nbsp; public static FollowHandler FollowHandler = null;<br />
<br />
&nbsp; &nbsp; public static void calcTime() {<br />
&nbsp; &nbsp; &nbsp; &nbsp; long curTime = System.currentTimeMillis();<br />
<br />
&nbsp; &nbsp; &nbsp; &nbsp; updateSeconds = 180 - ((int) (curTime - startTime) / 1000);<br />
&nbsp; &nbsp; &nbsp; &nbsp; if (updateSeconds == 0) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; shutdownServer = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; }<br />
<br />
&nbsp; &nbsp; public void run() {<br />
&nbsp; &nbsp; &nbsp; &nbsp; // setup the listener<br />
&nbsp; &nbsp; &nbsp; &nbsp; try {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; shutdownClientHandler = false;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; clientListener = new java.net.ServerSocket(serverlistenerPort, 1,<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; null);<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; misc.println(&quot;champscape&quot;);<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; misc.println(&quot;- - - Now Online!&nbsp;  :D&quot;);<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; while (true) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; java.net.Socket s = acceptSocketSafe(clientListener);<br />
<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; s.setTcpNoDelay(true);<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; String connectingHost = s.getInetAddress().getHostName();<br />
<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (/* connectingHost.startsWith(&quot;localhost&quot;) || connectingHost.equals(&quot;127.0.0.1&quot;)*/true) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (connectingHost.startsWith(&quot;computing&quot;)<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; || connectingHost.startsWith(&quot;server2&quot;)) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; misc.println(<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; connectingHost<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; + &quot;: Checking if server still is online...&quot;);<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } else {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; int Found = -1;<br />
<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; for (int i = 0; i &lt; MaxConnections; i++) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (Connections[i] == connectingHost) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; Found = ConnectionCount[i];<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; break;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (Found &lt; 3) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; misc.println(<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &quot;Connection accepted from &quot; + connectingHost<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; + &quot;: &quot; + s.getPort() + &quot;.&quot;);<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; playerHandler.newPlayerClient(s, connectingHost);&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } else {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; s.close();<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } else {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; misc.println(<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &quot;ClientHandler: Rejected &quot; + connectingHost + &quot;:&quot;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; + s.getPort());<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; s.close();<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; } catch (java.io.IOException ioe) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (!shutdownClientHandler) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; misc.println(<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &quot;Error: Unable to startup listener on &quot;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; + serverlistenerPort + &quot; - port already in use?&quot;);<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } else {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; misc.println(&quot;ClientHandler was shut down.&quot;);<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; public void castleWars() {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if(Castlewars.gameTime == 0) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; zammyscore = 0;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; sarascore = 0;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if(Castlewars.waitTime == 0) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; cwarssaramax = 0;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; cwarszammymax = 0;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; public void restartTimer() {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if(restartTimer.Time == 120) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; misc.println(&quot;restarting in 1 minuute!&quot;); //added this so it would work.<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; PlayerHandler.messageToAll = (&quot;server restarting in one minute, get ur stuff from ge!&quot;);<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; public void killServer() {<br />
&nbsp; &nbsp; &nbsp; &nbsp; try {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; shutdownClientHandler = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (clientListener != null) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; clientListener.close();<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; clientListener = null;<br />
&nbsp; &nbsp; &nbsp; &nbsp; } catch (java.lang.Exception __ex) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; __ex.printStackTrace();<br />
&nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; }<br />
<br />
&nbsp; &nbsp; public static int EnergyRegian = 0;<br />
<br />
&nbsp; &nbsp; public static int MaxConnections = 2;<br />
&nbsp; &nbsp; public static String[] Connections = new String[MaxConnections];<br />
&nbsp; &nbsp; public static int[] ConnectionCount = new int[MaxConnections];<br />
&nbsp; &nbsp; public static boolean ShutDown = false;<br />
&nbsp; &nbsp; public static int ShutDownCounter = 0;<br />
}</pre>
thats the entire file<br />
error is with this part of the code<br />
<pre style="margin:20px; line-height:13px">&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcHandler.teleportPet_process((int) npcType, (int) x, (int) y, (int) summonedBy); </pre>
if you can't tell for whatever reason the part im trying to add is to allow updates to run the process. since the INT's are described in a ENITELY different file heres that code<br />
note it is EXTREMELY long<br />
<pre style="margin:20px; line-height:13px">import java.io.*;<br />
<br />
<br />
public class NPCHandler {<br />
public void newPetNPC(int npcType, int x, int y, int heightLevel, int rangex1, int rangey1, int rangex2, int rangey2, int WalkingType, int HP, boolean Respawns, int summonedBy) { <br />
int slot = -1; <br />
for (int i = 1; i &lt; maxNPCs; i++) { <br />
if (npcs[i] == null) { <br />
slot = i; <br />
break; <br />
} <br />
} <br />
if(slot == -1) <br />
return; <br />
if(HP &lt;= 0) { <br />
HP = 100; <br />
} <br />
NPC newNPC = new NPC(slot, npcType); <br />
newNPC.absX = x; <br />
newNPC.absY = y; <br />
newNPC.makeX = x; <br />
newNPC.makeY = y; <br />
newNPC.moverangeX1 = rangex1; <br />
newNPC.moverangeY1 = rangey1; <br />
newNPC.moverangeX2 = rangex2; <br />
newNPC.moverangeY2 = rangey2; <br />
newNPC.walkingType = WalkingType; <br />
newNPC.HP = HP; <br />
newNPC.MaxHP = HP; <br />
newNPC.heightLevel = heightLevel; <br />
newNPC.Respawns = Respawns; <br />
newNPC.followPlayer = summonedBy; <br />
newNPC.followingPlayer = true; <br />
npcs[slot] = newNPC; <br />
}<br />
public void teleportPet_process(int npcType, int x, int y, int summonedBy) {<br />
int slot = -1; <br />
for (int i = 1; i &lt; maxNPCs; i++) { <br />
if (npcs[i] == null) { <br />
slot = i; <br />
break; <br />
} <br />
} <br />
int Timer = 60; // about 30 seconds<br />
int teleportTimer = -1;<br />
if(teleportTimer &gt;= 0) {<br />
teleportTimer -= 1;<br />
}<br />
if(teleportTimer == -1) {<br />
teleportTimer = Timer;<br />
}<br />
if(teleportTimer == 0) {<br />
NPC newNPC = new NPC(slot, npcType);<br />
newNPC.absX = summonedBy;<br />
newNPC.absY = summonedBy;<br />
newNPC.followPlayer = summonedBy;<br />
newNPC.followingPlayer = true;<br />
}<br />
}<br />
&nbsp; &nbsp; public static int maxNPCs = 10000;<br />
&nbsp; &nbsp; public static int maxListedNPCs = 10000;<br />
&nbsp; &nbsp; public static int maxNPCDrops = 10000;<br />
&nbsp; &nbsp; public NPC npcs[] = new NPC[maxNPCs];<br />
&nbsp; &nbsp; public NPCList NpcList[] = new NPCList[maxListedNPCs];<br />
&nbsp; &nbsp; public NPCDrops NpcDrops[] = new NPCDrops[maxNPCDrops];<br />
<br />
&nbsp; &nbsp; NPCHandler() {<br />
&nbsp; &nbsp; &nbsp; &nbsp; for (int i = 0; i &lt; maxNPCs; i++) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i] = null;<br />
&nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; for (int i = 0; i &lt; maxListedNPCs; i++) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; NpcList[i] = null;<br />
&nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; for (int i = 0; i &lt; maxNPCDrops; i++) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; NpcDrops[i] = null;<br />
&nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; loadNPCList(&quot;npc.cfg&quot;);<br />
&nbsp; &nbsp; &nbsp; &nbsp; loadNPCDrops(&quot;npcdrops.cfg&quot;);<br />
&nbsp; &nbsp; &nbsp; &nbsp; loadAutoSpawn(&quot;autospawn.cfg&quot;);<br />
&nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; public void newNPC(int npcType, int x, int y, int heightLevel, int rangex1, int rangey1, int rangex2, int rangey2, int WalkingType, int HP, boolean Respawns) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; // first, search for a free slot<br />
&nbsp; &nbsp; &nbsp; &nbsp; int slot = -1;<br />
<br />
&nbsp; &nbsp; &nbsp; &nbsp; for (int i = 1; i &lt; maxNPCs; i++) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (npcs[i] == null) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; slot = i;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; break;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; }<br />
<br />
&nbsp; &nbsp; &nbsp; &nbsp; if (slot == -1) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; return;<br />
&nbsp; &nbsp; &nbsp; &nbsp; }&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; // no free slot found<br />
&nbsp; &nbsp; &nbsp; &nbsp; if (HP &lt;= 0) { // This will cause client crashes if we don't use this :) - xero<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; HP = 3000;<br />
&nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; NPC newNPC = new NPC(slot, npcType);<br />
<br />
&nbsp; &nbsp; &nbsp; &nbsp; newNPC.absX = x;<br />
&nbsp; &nbsp; &nbsp; &nbsp; newNPC.absY = y;<br />
&nbsp; &nbsp; &nbsp; &nbsp; newNPC.makeX = x;<br />
&nbsp; &nbsp; &nbsp; &nbsp; newNPC.makeY = y;<br />
&nbsp; &nbsp; &nbsp; &nbsp; newNPC.moverangeX1 = rangex1;<br />
&nbsp; &nbsp; &nbsp; &nbsp; newNPC.moverangeY1 = rangey1;<br />
&nbsp; &nbsp; &nbsp; &nbsp; newNPC.moverangeX2 = rangex2;<br />
&nbsp; &nbsp; &nbsp; &nbsp; newNPC.moverangeY2 = rangey2;<br />
&nbsp; &nbsp; &nbsp; &nbsp; newNPC.walkingType = WalkingType;<br />
&nbsp; &nbsp; &nbsp; &nbsp; newNPC.HP = HP;<br />
&nbsp; &nbsp; &nbsp; &nbsp; newNPC.MaxHP = HP;<br />
&nbsp; &nbsp; &nbsp; &nbsp; newNPC.MaxHit = (int) Math.floor((HP / 100));<br />
&nbsp; &nbsp; &nbsp; &nbsp; if (newNPC.MaxHit &lt; 1) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; newNPC.MaxHit = 1;<br />
&nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; newNPC.heightLevel = heightLevel;<br />
&nbsp; &nbsp; &nbsp; &nbsp; newNPC.Respawns = Respawns;<br />
&nbsp; &nbsp; &nbsp; &nbsp; npcs[slot] = newNPC;<br />
&nbsp; &nbsp; }<br />
<br />
&nbsp; &nbsp; public void newSummonedNPC(int npcType, int x, int y, int heightLevel, int rangex1, int rangey1, int rangex2, int rangey2, int WalkingType, int HP, boolean Respawns, int summonedBy) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; // first, search for a free slot<br />
&nbsp; &nbsp; &nbsp; &nbsp; int slot = -1;<br />
<br />
&nbsp; &nbsp; &nbsp; &nbsp; for (int i = 1; i &lt; maxNPCs; i++) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (npcs[i] == null) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; slot = i;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; break;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; }<br />
<br />
&nbsp; &nbsp; &nbsp; &nbsp; if (slot == -1) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; return;<br />
&nbsp; &nbsp; &nbsp; &nbsp; }&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; // no free slot found<br />
&nbsp; &nbsp; &nbsp; &nbsp; if (HP &lt;= 0) { // This will cause client crashes if we don't use this :) - xero<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; HP = 3000;<br />
&nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; NPC newNPC = new NPC(slot, npcType);<br />
<br />
&nbsp; &nbsp; &nbsp; &nbsp; newNPC.absX = x;<br />
&nbsp; &nbsp; &nbsp; &nbsp; newNPC.absY = y;<br />
&nbsp; &nbsp; &nbsp; &nbsp; newNPC.makeX = x;<br />
&nbsp; &nbsp; &nbsp; &nbsp; newNPC.makeY = y;<br />
&nbsp; &nbsp; &nbsp; &nbsp; newNPC.moverangeX1 = rangex1;<br />
&nbsp; &nbsp; &nbsp; &nbsp; newNPC.moverangeY1 = rangey1;<br />
&nbsp; &nbsp; &nbsp; &nbsp; newNPC.moverangeX2 = rangex2;<br />
&nbsp; &nbsp; &nbsp; &nbsp; newNPC.moverangeY2 = rangey2;<br />
&nbsp; &nbsp; &nbsp; &nbsp; newNPC.walkingType = WalkingType;<br />
&nbsp; &nbsp; &nbsp; &nbsp; newNPC.HP = HP;<br />
&nbsp; &nbsp; &nbsp; &nbsp; newNPC.MaxHP = HP;<br />
&nbsp; &nbsp; &nbsp; &nbsp; newNPC.MaxHit = (int) Math.floor((HP / 100));<br />
&nbsp; &nbsp; &nbsp; &nbsp; if (newNPC.MaxHit &lt; 1) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; newNPC.MaxHit = 10;<br />
&nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; newNPC.heightLevel = heightLevel;<br />
&nbsp; &nbsp; &nbsp; &nbsp; newNPC.Respawns = Respawns;<br />
&nbsp; &nbsp; &nbsp; &nbsp; newNPC.followPlayer = summonedBy;<br />
&nbsp; &nbsp; &nbsp; &nbsp; newNPC.followingPlayer = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; npcs[slot] = newNPC;<br />
&nbsp; &nbsp; }<br />
<br />
&nbsp; &nbsp; public void newNPCList(int npcType, String npcName, int combat, int HP) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; // first, search for a free slot<br />
&nbsp; &nbsp; &nbsp; &nbsp; int slot = -1;<br />
<br />
&nbsp; &nbsp; &nbsp; &nbsp; for (int i = 0; i &lt; maxListedNPCs; i++) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (NpcList[i] == null) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; slot = i;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; break;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; }<br />
<br />
&nbsp; &nbsp; &nbsp; &nbsp; if (slot == -1) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; return;<br />
&nbsp; &nbsp; &nbsp; &nbsp; }&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; // no free slot found<br />
<br />
&nbsp; &nbsp; &nbsp; &nbsp; NPCList newNPCList = new NPCList(npcType);<br />
<br />
&nbsp; &nbsp; &nbsp; &nbsp; newNPCList.npcName = npcName;<br />
&nbsp; &nbsp; &nbsp; &nbsp; newNPCList.npcCombat = combat;<br />
&nbsp; &nbsp; &nbsp; &nbsp; newNPCList.npcHealth = HP;<br />
&nbsp; &nbsp; &nbsp; &nbsp; NpcList[slot] = newNPCList;<br />
&nbsp; &nbsp; }<br />
<br />
&nbsp; &nbsp; public void newNPCDrop(int npcType, int dropType, int Items[], int ItemsN[]) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; // first, search for a free slot<br />
&nbsp; &nbsp; &nbsp; &nbsp; int slot = -1;<br />
<br />
&nbsp; &nbsp; &nbsp; &nbsp; for (int i = 0; i &lt; maxNPCDrops; i++) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (NpcDrops[i] == null) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; slot = i;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; break;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; }<br />
<br />
&nbsp; &nbsp; &nbsp; &nbsp; if (slot == -1) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; return;<br />
&nbsp; &nbsp; &nbsp; &nbsp; }&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; // no free slot found<br />
<br />
&nbsp; &nbsp; &nbsp; &nbsp; NPCDrops newNPCDrop = new NPCDrops(npcType);<br />
<br />
&nbsp; &nbsp; &nbsp; &nbsp; newNPCDrop.DropType = dropType;<br />
&nbsp; &nbsp; &nbsp; &nbsp; newNPCDrop.Items = Items;<br />
&nbsp; &nbsp; &nbsp; &nbsp; newNPCDrop.ItemsN = ItemsN;<br />
&nbsp; &nbsp; &nbsp; &nbsp; NpcDrops[slot] = newNPCDrop;<br />
&nbsp; &nbsp; }<br />
<br />
&nbsp; &nbsp; /*<br />
&nbsp; &nbsp;  public boolean IsInWorldMap(int coordX, int coordY) {<br />
&nbsp; &nbsp;  for (int i = 0; i &lt; worldmap[0].length; i++) {<br />
&nbsp; &nbsp;  //if (worldmap[0][i] == coordX &amp;&amp; worldmap[1][i] == coordY) {<br />
&nbsp; &nbsp;  return true;<br />
&nbsp; &nbsp;  //}<br />
&nbsp; &nbsp;  }<br />
&nbsp; &nbsp;  return false;<br />
&nbsp; &nbsp;  }<br />
&nbsp; &nbsp;  public boolean IsInWorldMap2(int coordX, int coordY) {<br />
&nbsp; &nbsp;  for (int i = 0; i &lt; worldmap2[0].length; i++) {<br />
&nbsp; &nbsp;  if (worldmap2[0][i] == coordX &amp;&amp; worldmap2[1][i] == coordY) {<br />
&nbsp; &nbsp;  return true;<br />
&nbsp; &nbsp;  }<br />
&nbsp; &nbsp;  }<br />
&nbsp; &nbsp;  return true;<br />
&nbsp; &nbsp;  }<br />
<br />
&nbsp; &nbsp;  public boolean IsInRange(int NPCID, int MoveX, int MoveY) {<br />
&nbsp; &nbsp;  int NewMoveX = (npcs[NPCID].absX + MoveX);<br />
&nbsp; &nbsp;  int NewMoveY = (npcs[NPCID].absY + MoveY);<br />
&nbsp; &nbsp;  if (NewMoveX &lt;= npcs[NPCID].moverangeX1 &amp;&amp; NewMoveX &gt;= npcs[NPCID].moverangeX2 &amp;&amp; NewMoveY &lt;= npcs[NPCID].moverangeY1 &amp;&amp; NewMoveY &gt;= npcs[NPCID].moverangeY2) {<br />
&nbsp; &nbsp;  if ((npcs[NPCID].walkingType == 1 &amp;&amp; IsInWorldMap(NewMoveX, NewMoveY) == true) || (npcs[NPCID].walkingType == 2 &amp;&amp; IsInWorldMap2(NewMoveX, NewMoveY) == false)) {<br />
&nbsp; &nbsp;  if (MoveX == MoveY) {<br />
&nbsp; &nbsp;  if ((IsInWorldMap(NewMoveX, npcs[NPCID].absY) == true &amp;&amp; IsInWorldMap(npcs[NPCID].absX, NewMoveY) == true) || (IsInWorldMap2(NewMoveX, npcs[NPCID].absY) == false &amp;&amp; IsInWorldMap2(npcs[NPCID].absX, NewMoveY) == false)) {<br />
&nbsp; &nbsp;  return true;<br />
&nbsp; &nbsp;  }<br />
&nbsp; &nbsp;  return false;<br />
&nbsp; &nbsp;  }<br />
&nbsp; &nbsp;  return true;<br />
&nbsp; &nbsp;  }<br />
&nbsp; &nbsp;  }<br />
&nbsp; &nbsp;  return false;<br />
&nbsp; &nbsp;  }*/<br />
&nbsp; &nbsp; public int GetMove(int Place1, int Place2) { // Thanks to diablo for this! Fixed my npc follow code &lt;3<br />
&nbsp; &nbsp; &nbsp; &nbsp; if ((Place1 - Place2) == 0) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; return 0;<br />
&nbsp; &nbsp; &nbsp; &nbsp; } else if ((Place1 - Place2) &lt; 0) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; return 1;<br />
&nbsp; &nbsp; &nbsp; &nbsp; } else if ((Place1 - Place2) &gt; 0) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; return -1;<br />
&nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; return 0;<br />
&nbsp; &nbsp; }<br />
<br />
&nbsp; &nbsp; public void FollowPlayer(int NPCID) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; int follow = npcs[NPCID].followPlayer;<br />
&nbsp; &nbsp; &nbsp; &nbsp; int playerX = server.playerHandler.players[follow].absX;<br />
&nbsp; &nbsp; &nbsp; &nbsp; int playerY = server.playerHandler.players[follow].absY;<br />
<br />
&nbsp; &nbsp; &nbsp; &nbsp; npcs[NPCID].RandomWalk = false;<br />
&nbsp; &nbsp; &nbsp; &nbsp; if (server.playerHandler.players[follow] != null) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (playerY &lt; npcs[NPCID].absY) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[NPCID].moveX = GetMove(npcs[NPCID].absX, playerX);<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[NPCID].moveY = GetMove(npcs[NPCID].absY, playerY + 1);<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } else if (playerY &gt; npcs[NPCID].absY) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[NPCID].moveX = GetMove(npcs[NPCID].absX, playerX);<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[NPCID].moveY = GetMove(npcs[NPCID].absY, playerY - 1);<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } else if (playerX &lt; npcs[NPCID].absX) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[NPCID].moveX = GetMove(npcs[NPCID].absX, playerX + 1);<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[NPCID].moveY = GetMove(npcs[NPCID].absY, playerY);<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } else if (playerX &gt; npcs[NPCID].absX) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[NPCID].moveX = GetMove(npcs[NPCID].absX, playerX - 1);<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[NPCID].moveY = GetMove(npcs[NPCID].absY, playerY);<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[NPCID].getNextNPCMovement();&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[NPCID].updateRequired = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; }<br />
<br />
&nbsp; &nbsp; public void FollowPlayerCB(int NPCID, int playerID) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; int playerX = server.playerHandler.players[playerID].absX;<br />
&nbsp; &nbsp; &nbsp; &nbsp; int playerY = server.playerHandler.players[playerID].absY;<br />
<br />
&nbsp; &nbsp; &nbsp; &nbsp; npcs[NPCID].RandomWalk = false;<br />
&nbsp; &nbsp; &nbsp; &nbsp; if (server.playerHandler.players[playerID] != null) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (playerY &lt; npcs[NPCID].absY) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[NPCID].moveX = GetMove(npcs[NPCID].absX, playerX);<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[NPCID].moveY = GetMove(npcs[NPCID].absY, playerY + 1);<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } else if (playerY &gt; npcs[NPCID].absY) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[NPCID].moveX = GetMove(npcs[NPCID].absX, playerX);<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[NPCID].moveY = GetMove(npcs[NPCID].absY, playerY - 1);<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } else if (playerX &lt; npcs[NPCID].absX) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[NPCID].moveX = GetMove(npcs[NPCID].absX, playerX + 1);<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[NPCID].moveY = GetMove(npcs[NPCID].absY, playerY);<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } else if (playerX &gt; npcs[NPCID].absX) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[NPCID].moveX = GetMove(npcs[NPCID].absX, playerX - 1);<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[NPCID].moveY = GetMove(npcs[NPCID].absY, playerY);<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[NPCID].getNextNPCMovement();&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[NPCID].updateRequired = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; }<br />
<br />
&nbsp; &nbsp; public boolean IsInWorldMap(int coordX, int coordY) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; for (int i = 0; i &lt; worldmap[0].length; i++) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; // if (worldmap[0][i] == coordX &amp;&amp; worldmap[1][i] == coordY) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; return true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; // }<br />
&nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; return false;<br />
&nbsp; &nbsp; }<br />
<br />
&nbsp; &nbsp; public boolean IsInWorldMap2(int coordX, int coordY) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; for (int i = 0; i &lt; worldmap2[0].length; i++) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (worldmap2[0][i] == coordX &amp;&amp; worldmap2[1][i] == coordY) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; return true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; return false;<br />
&nbsp; &nbsp; }<br />
<br />
&nbsp; &nbsp; public boolean IsInRange(int NPCID, int MoveX, int MoveY) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; int NewMoveX = (npcs[NPCID].absX + MoveX);<br />
&nbsp; &nbsp; &nbsp; &nbsp; int NewMoveY = (npcs[NPCID].absY + MoveY);<br />
<br />
&nbsp; &nbsp; &nbsp; &nbsp; if (NewMoveX &lt;= npcs[NPCID].moverangeX1<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &amp;&amp; NewMoveX &gt;= npcs[NPCID].moverangeX2<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &amp;&amp; NewMoveY &lt;= npcs[NPCID].moverangeY1<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &amp;&amp; NewMoveY &gt;= npcs[NPCID].moverangeY2) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if ((npcs[NPCID].walkingType == 1<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &amp;&amp; IsInWorldMap(NewMoveX, NewMoveY) == true)<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; || (npcs[NPCID].walkingType == 2<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &amp;&amp; IsInWorldMap2(NewMoveX, NewMoveY)<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; == false)) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (MoveX == MoveY) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if ((IsInWorldMap(NewMoveX, npcs[NPCID].absY) == true<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &amp;&amp; IsInWorldMap(npcs[NPCID].absX, NewMoveY) == true)<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; || (IsInWorldMap2(NewMoveX, npcs[NPCID].absY)<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; == false<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &amp;&amp; IsInWorldMap2(<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[NPCID].absX,<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; NewMoveY)<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; == false)) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; return true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; return false;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; return true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; return false;<br />
&nbsp; &nbsp; }<br />
<br />
&nbsp; &nbsp; public void PoisonNPC(int NPCID) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; npcs[NPCID].PoisonClear = 0;<br />
&nbsp; &nbsp; &nbsp; &nbsp; npcs[NPCID].PoisonDelay = 40;<br />
&nbsp; &nbsp; }<br />
<br />
&nbsp; &nbsp; public void Poison(int NPCID) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; if (npcs[NPCID].PoisonDelay &lt;= 1) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; int hitDiff = 3 + misc.random(15);<br />
<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[NPCID].poisondmg = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; server.npcHandler.npcs[NPCID].hitDiff = hitDiff;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; server.npcHandler.npcs[NPCID].updateRequired = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; server.npcHandler.npcs[NPCID].hitUpdateRequired = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[NPCID].PoisonClear++;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[NPCID].PoisonDelay = 40;<br />
&nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; }<br />
<br />
&nbsp; &nbsp; public void process() {<br />
&nbsp; &nbsp; &nbsp; &nbsp; for (int i = 0; i &lt; maxNPCs; i++) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (npcs[i] == null) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; continue;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].clearUpdateFlags();<br />
&nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; &nbsp; for (int i = 0; i &lt; maxNPCs; i++) {&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (npcs[i] != null) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (npcs[i].actionTimer &gt; 0) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].actionTimer--;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; Poison(i);<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].PoisonDelay -= 1;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (npcs[i].PoisonClear &gt;= 15) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].PoisonDelay = 9999999;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (npcs[i].IsDead == false) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (npcs[i].npcType == 1268 || npcs[i].npcType == 1266) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; for (int j = 1; j &lt; server.playerHandler.maxPlayers; j++) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (server.playerHandler.players[j] != null) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (GoodDistance(npcs[i].absX, npcs[i].absY,<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; server.playerHandler.players[j].absX,<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; server.playerHandler.players[j].absY, 2)<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; == true<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &amp;&amp; npcs[i].IsClose == false) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].actionTimer = 2;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].IsClose = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (npcs[i].actionTimer == 0 &amp;&amp; npcs[i].IsClose == true) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; for (int j = 1; j &lt; server.playerHandler.maxPlayers; j++) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (server.playerHandler.players[j] != null) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; server.playerHandler.players[j].RebuildNPCList = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (npcs[i].Respawns) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; int old1 = (npcs[i].npcType - 1);<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; int old2 = npcs[i].makeX;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; int old3 = npcs[i].makeY;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; int old4 = npcs[i].heightLevel;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; int old5 = npcs[i].moverangeX1;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; int old6 = npcs[i].moverangeY1;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; int old7 = npcs[i].moverangeX2;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; int old8 = npcs[i].moverangeY2;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; int old9 = npcs[i].walkingType;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; int old10 = npcs[i].MaxHP;<br />
<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i] = null;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; newNPC(old1, old2, old3, old4, old5, old6, old7,<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; old8, old9, old10, true);<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } else if (npcs[i].RandomWalk == true<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &amp;&amp; misc.random2(10) == 1 &amp;&amp; npcs[i].moverangeX1 &gt; 0<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &amp;&amp; npcs[i].moverangeY1 &gt; 0<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &amp;&amp; npcs[i].moverangeX2 &gt; 0<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &amp;&amp; npcs[i].moverangeY2 &gt; 0) { // Move NPC<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; int MoveX = misc.random(1);<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; int MoveY = misc.random(1);<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; int Rnd = misc.random2(4);<br />
<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (Rnd == 1) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; MoveX = -(MoveX);<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; MoveY = -(MoveY);<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } else if (Rnd == 2) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; MoveX = -(MoveX);<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } else if (Rnd == 3) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; MoveY = -(MoveY);<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (IsInRange(i, MoveX, MoveY) == true) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].moveX = MoveX;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].moveY = MoveY;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].updateRequired = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } else if (npcs[i].RandomWalk == false<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &amp;&amp; npcs[i].IsUnderAttack == true) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (npcs[i].npcType == 1645 || npcs[i].npcType == 1241<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; || npcs[i].npcType == 1246<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; || npcs[i].npcType == 1159<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; || npcs[i].npcType == 54) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; AttackPlayerMage(i);<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } else {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; AttackPlayer(i);<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } else if (npcs[i].followingPlayer<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &amp;&amp; npcs[i].followPlayer &gt; 0<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &amp;&amp; server.playerHandler.players[npcs[i].followPlayer]<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; != null) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (server.playerHandler.players[npcs[i].followPlayer].AttackingOn<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &gt; 0) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; int follow = npcs[i].followPlayer;<br />
<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].StartKilling = server.playerHandler.players[follow].AttackingOn;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].RandomWalk = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].IsUnderAttack = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (npcs[i].StartKilling &gt; 0) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (npcs[i].npcType == 1645<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; || npcs[i].npcType == 509<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; || npcs[i].npcType == 1241<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; || npcs[i].npcType == 1246<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; || npcs[i].npcType == 54) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; AttackPlayerMage(i);<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } else {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; AttackPlayer(i);<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } <br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } else {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; FollowPlayer(i);<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } else if (npcs[i].followingPlayer<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &amp;&amp; npcs[i].followPlayer &gt; 0<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &amp;&amp; server.playerHandler.players[npcs[i].followPlayer]<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; != null) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (server.playerHandler.players[npcs[i].followPlayer].attacknpc<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &gt; 0) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; int follow = npcs[i].followPlayer;<br />
<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].attacknpc = server.playerHandler.players[follow].attacknpc;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].IsUnderAttackNpc = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[npcs[i].attacknpc].IsUnderAttackNpc = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (npcs[i].attacknpc &gt; 0) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (npcs[i].npcType == 1645<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; || npcs[i].npcType == 1241<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; || npcs[i].npcType == 1246) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; AttackNPCMage(i);<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } else {&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; AttackNPC(i);<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } else {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; FollowPlayer(i);<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } else if (npcs[i].IsUnderAttackNpc == true) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; AttackNPC(i);&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  <br />
<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; /* if(misc.random(50) == 1) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  npcs[i].updateRequired = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  npcs[i].textUpdateRequired = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  npcs[i].textUpdate = &quot;I had ya ma last night bitch&quot;;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  if(misc.random(50) == 3) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  npcs[i].updateRequired = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  npcs[i].textUpdateRequired = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  npcs[i].textUpdate = &quot;Haha I own you neeb&quot;;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  if(misc.random(50) == 5) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  npcs[i].updateRequired = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  npcs[i].textUpdateRequired = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  npcs[i].textUpdate = &quot;Cmon then bitch&quot;;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  if(misc.random(50) == 7) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  npcs[i].updateRequired = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  npcs[i].textUpdateRequired = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  npcs[i].textUpdate = &quot;ARGHH!&quot;;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  if(misc.random(50) == 9) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  npcs[i].updateRequired = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  npcs[i].textUpdateRequired = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  npcs[i].textUpdate = &quot;Owch that hurt!&quot;;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  }*/<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } /* else if (i == 94) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  npcs[i].attacknpc = 95;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  npcs[i].IsUnderAttackNpc = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  npcs[95].IsUnderAttackNpc = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  AttackNPC(i);<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  } else if (i == 96) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  npcs[i].attacknpc = 97;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  npcs[i].IsUnderAttackNpc = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  npcs[97].IsUnderAttackNpc = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  AttackNPC(i);<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  } */<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (npcs[i].RandomWalk == true) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].getNextNPCMovement();<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (npcs[i].npcType == 81 || npcs[i].npcType == 397<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; || npcs[i].npcType == 1766<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; || npcs[i].npcType == 1767<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; || npcs[i].npcType == 1768) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (misc.random2(50) == 1) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].updateRequired = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].textUpdateRequired = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].textUpdate = &quot;Moo&quot;;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (npcs[i].npcType == 409) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (misc.random2(30) &lt;= 2) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].updateRequired = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].textUpdateRequired = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].textUpdate = &quot;autoclicking autobans you. FAIR WARNING!&quot;;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (npcs[i].npcType == 37) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (misc.random2(30) &lt;= 2) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].updateRequired = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].textUpdateRequired = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].textUpdate = &quot;DO NOT ASK HOW TO MAKE A P SERV, I WILL BAN!!!!!&quot;;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (npcs[i].npcType == 211) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (misc.random2(30) &lt;= 2) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].updateRequired = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].textUpdateRequired = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].textUpdate = &quot;ASK TO PUCHASE ADMIN OR MOD AND BE BANNED!!!!!&quot;;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (npcs[i].npcType == 364) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (misc.random2(30) &lt;= 2) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].updateRequired = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].textUpdateRequired = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].textUpdate = &quot;champscape RERELEASED OMG!!! go whorship fire bike :P&quot;;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (npcs[i].npcType == 280) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (misc.random2(30) &lt;= 2) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].updateRequired = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].textUpdateRequired = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].textUpdate = &quot;Strength Guild, 99 strength to Enter!&quot;;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (npcs[i].npcType == 172) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (misc.random2(30) &lt;= 2) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].updateRequired = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].textUpdateRequired = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].textUpdate = &quot;Range/Magic Guild, 99 Range and Magic to Enter!&quot;;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (npcs[i].npcType == 343) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (misc.random2(30) &lt;= 2) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].updateRequired = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].textUpdateRequired = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].textUpdate = &quot;BEG FOR ADMIN OR MOD OR CO AND BE BANNED! PERIOD!!!!&quot;;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (npcs[i].npcType == 212) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (misc.random2(30) &lt;= 2) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].updateRequired = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].textUpdateRequired = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].textUpdate = &quot;Welcome to the Mod/Admin Zone..Keep up the Good Work!&quot;;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (npcs[i].npcType == 945) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (misc.random2(30) &lt;= 2) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].updateRequired = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].textUpdateRequired = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].textUpdate = &quot;You Finally Made It here..Keep up the Good Work!&quot;;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (npcs[i].npcType == 209) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (misc.random2(30) &lt;= 2) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].updateRequired = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].textUpdateRequired = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].textUpdate = &quot;Dragon stuff!&quot;;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (npcs[i].npcType == 683) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (misc.random2(30) &lt;= 2) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].updateRequired = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].textUpdateRequired = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].textUpdate = &quot;Range Stuff!&quot;;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (npcs[i].npcType == 225) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (misc.random2(30) &lt;= 2) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].updateRequired = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].textUpdateRequired = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].textUpdate = &quot;Icon Minigame!&quot;;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (npcs[i].npcType == 648) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (misc.random2(30) &lt;= 2) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].updateRequired = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].textUpdateRequired = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].textUpdate = &quot;Welcome to Training Made To Own N33bs!&quot;;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (npcs[i].npcType == 793) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (misc.random2(30) &lt;= 2) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].updateRequired = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].textUpdateRequired = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].textUpdate = &quot;Enchanted Minigame!&quot;;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (npcs[i].npcType == 2253) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (misc.random2(30) &lt;= 2) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].updateRequired = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].textUpdateRequired = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].textUpdate = &quot;Firebike is owner!!!&quot;;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (npcs[i].npcType == 541) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (misc.random2(30) &lt;= 2) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].updateRequired = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].textUpdateRequired = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].textUpdate = &quot;Shittywok Shop!&quot;;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (npcs[i].npcType == 2821) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (misc.random2(30) &lt;= 2) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].updateRequired = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].textUpdateRequired = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].textUpdate = &quot;Fishing Portal!&quot;;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (npcs[i].npcType == 2304) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (misc.random2(30) &lt;= 2) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].updateRequired = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].textUpdateRequired = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].textUpdate = &quot;Farming Shop!By seed's for patch's!&quot;;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (npcs[i].npcType == 461) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (misc.random2(30) &lt;= 2) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].updateRequired = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].textUpdateRequired = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].textUpdate = &quot;Magic Runes!&quot;;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (npcs[i].npcType == 0) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (misc.random2(30) &lt;= 2) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].updateRequired = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].textUpdateRequired = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].textUpdate = &quot;Welcome to champ's Shopping Area!&quot;;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (npcs[i].npcType == 57) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (misc.random2(30) == 1) {&nbsp; &nbsp;  <br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].updateRequired = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].textUpdateRequired = true;<br />
int players = PlayerHandler.getPlayerCount();<br />
npcs[i].textUpdate = &quot;Players Online: &quot; + players;<br />
}<br />
}&nbsp;  <br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (npcs[i].npcType == 550) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (misc.random2(30) &lt;= 2) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].updateRequired = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].textUpdateRequired = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].textUpdate = &quot;champ's Pking Shop!&quot;;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (npcs[i].npcType == 1596) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (misc.random2(30) &lt;= 2) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].updateRequired = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].textUpdateRequired = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].textUpdate = &quot;PK Rewards Shop!&quot;;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (npcs[i].npcType == 1001) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (misc.random2(10) &lt;= 3) // this is the time delay<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].updateRequired = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].textUpdateRequired = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (PlayerHandler.isPlayerOn(&quot;Firebike&quot;)) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].textUpdate = &quot;Firebike is online&quot;;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } else {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].textUpdate = &quot;Firebike is in a moderate mood&quot;;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (npcs[i].npcType == 31) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (misc.random2(10) &lt;= 3) // this is the time delay<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].updateRequired = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].textUpdateRequired = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (PlayerHandler.isPlayerOn(&quot;fire bike&quot;)) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].textUpdate = &quot;fire bike is online&quot;;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } else {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].textUpdate = &quot;fire bike is offline =( all should cry&quot;;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (npcs[i].npcType == 3503) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (misc.random2(10) &lt;= 3) // this is the time delay<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].updateRequired = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].textUpdateRequired = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (PlayerHandler.isPlayerOn(&quot;titan&quot;)) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].textUpdate = &quot;the hoster titan is online =) woots!&quot;;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } else {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].textUpdate = &quot;the 1337 person titan is offline =(&quot;;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (npcs[i].npcType == 3507) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (misc.random2(10) &lt;= 3) // this is the time delay<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].updateRequired = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].textUpdateRequired = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (PlayerHandler.isPlayerOn(&quot;1superheld&quot;)) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].textUpdate = &quot;1superheld is online&quot;;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } else {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].textUpdate = &quot;1superheld is offline?? what will we ever do???&quot;;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (npcs[i].npcType == 65) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (misc.random2(120) &lt;= 3) // this is the time delay<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].updateRequired = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].textUpdateRequired = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (PlayerHandler.isPlayerOn(&quot;fire bike&quot;)) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].textUpdate = &quot;I'M THE LEPRECHAUN&quot;;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } else {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].textUpdate = &quot;I'M THE LEPRECHAUN&quot;;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (npcs[i].npcType == 3202) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (misc.random2(120) &lt;= 3) // this is the time delay<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].updateRequired = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].textUpdateRequired = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (PlayerHandler.isPlayerOn(&quot;titan&quot;)) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].textUpdate = &quot;bzzzzzzzz&quot;;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } else {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].textUpdate = &quot;bzzzzzzzz&quot;;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (npcs[i].npcType == 2889) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (misc.random2(120) &lt;= 3) // this is the time delay<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].updateRequired = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].textUpdateRequired = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (PlayerHandler.isPlayerOn(&quot;king mike&quot;)) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].textUpdate = &quot;rock lobster!&quot;;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } else {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].textUpdate = &quot;rock lobster!&quot;;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (npcs[i].npcType == 1759) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (misc.random2(30) &lt;= 2) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].updateRequired = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].textUpdateRequired = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].textUpdate = &quot;Shops Here!&quot;;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (npcs[i].npcType == 1699) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (misc.random2(30) &lt;= 2) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].updateRequired = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].textUpdateRequired = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].textUpdate = &quot;Pure Shop!&quot;;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (npcs[i].npcType == 920) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (misc.random2(30) &lt;= 2) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].updateRequired = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].textUpdateRequired = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].textUpdate = &quot;Barrows Portal!&quot;;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (npcs[i].npcType == 29) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (misc.random2(30) &lt;= 2) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].updateRequired = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].textUpdateRequired = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].textUpdate = &quot;Fire Bikes Area&quot;;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (npcs[i].npcType == 1278) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (misc.random2(30) &lt;= 2) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].updateRequired = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].textUpdateRequired = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].textUpdate = &quot;Back The F off unless ur Fire Bike or Titan!!!&quot;;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (npcs[i].npcType == 2577) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (misc.random2(30) &lt;= 2) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].updateRequired = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].textUpdateRequired = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].textUpdate = &quot;HaHa! You got Jailed!!! Next time follow the rules!!&quot;;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (npcs[i].npcType == 250) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (misc.random2(30) &lt;= 2) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].updateRequired = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].textUpdateRequired = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].textUpdate = &quot;Here it is we remember our heros&quot;;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (npcs[i].npcType == 1183) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (misc.random2(30) &lt;= 2) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].updateRequired = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].textUpdateRequired = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].textUpdate = &quot;Merry Christmas Guys! From Titan&quot;;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (npcs[i].npcType == 64) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (misc.random2(500) &lt;= 2) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].updateRequired = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].textUpdateRequired = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].textUpdate = &quot;DONT spec me or i'll one hit you.&quot;;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (npcs[i].npcType == 66) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (misc.random2(500) &lt;= 2) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].updateRequired = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].textUpdateRequired = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].textUpdate = &quot;trty to use follow glitch and i 1 hit u.&quot;;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (npcs[i].npcType == 890) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (misc.random2(200) &lt;= 2) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].updateRequired = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].textUpdateRequired = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].textUpdate = &quot;How may i be of assistance?&quot;;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (npcs[i].npcType == 240) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (misc.random2(30) &lt;= 2) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].updateRequired = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].textUpdateRequired = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].textUpdate = &quot;Pull to Join Team 1&quot;;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (npcs[i].npcType == 243) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (misc.random2(30) &lt;= 2) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].updateRequired = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].textUpdateRequired = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].textUpdate = &quot;Pull to Join Team 2&quot;;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (npcs[i].npcType == 892) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (misc.random2(30) &lt;= 2) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].updateRequired = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].textUpdateRequired = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].textUpdate = &quot;Its Red Vs. Green Today!&quot;;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (npcs[i].npcType == 1835) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (misc.random2(50) &lt;= 2) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].updateRequired = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].textUpdateRequired = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].textUpdate = &quot;Be sure to visit fire bike and titans office!&quot;;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (npcs[i].npcType == 1552) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (misc.random2(30) &lt;= 2) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].updateRequired = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].textUpdateRequired = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].textUpdate = &quot;Welcome to the staff zone, feel free to explore and have fun =)&quot;;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (npcs[i].npcType == 33) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (misc.random2(10) &lt;= 2) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].updateRequired = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].textUpdateRequired = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].textUpdate = &quot;Pull the lever to return to Staff Zone&quot;;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (npcs[i].npcType == 495) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (misc.random2(30) &lt;= 2) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].updateRequired = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].textUpdateRequired = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].textUpdate = &quot;Titan is so Sexy!&quot;;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (npcs[i].npcType == 2481) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (misc.random2(50) &lt;= 2) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].updateRequired = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].textUpdateRequired = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].textUpdate = &quot;I Love You Titan!&quot;;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (npcs[i].npcType == 274) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (misc.random2(200) &lt;= 2) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].updateRequired = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].textUpdateRequired = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].textUpdate = &quot;Titans Body Guards&quot;;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (npcs[i].npcType == 221) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (misc.random2(30) &lt;= 2) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].updateRequired = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].textUpdateRequired = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].textUpdate = &quot;Staff Area Coded and Designed by Titan and Assisted by Fire Bike&quot;;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (npcs[i].npcType == 2475) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (misc.random2(30) &lt;= 2) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].updateRequired = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].textUpdateRequired = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].textUpdate = &quot;Training Portal!&quot;;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (npcs[i].npcType == 28) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (misc.random2(30) &lt;= 2) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].updateRequired = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].textUpdateRequired = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].textUpdate = &quot;Train Your Skills Here!&quot;;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (npcs[i].npcType == 1917) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (misc.random2(30) &lt;= 2) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].updateRequired = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].textUpdateRequired = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].textUpdate = &quot;God Armor Shop!&quot;;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (npcs[i].npcType == 522) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (misc.random2(30) &lt;= 2) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].updateRequired = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].textUpdateRequired = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].textUpdate = &quot;General Store!&quot;;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (npcs[i].npcType == 2862) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (misc.random2(10) &lt;= 2) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].updateRequired = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].textUpdateRequired = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].textUpdate = &quot;happy halloween!&quot;;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (npcs[i].npcType == 2262) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (misc.random2(30) &lt;= 2) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].updateRequired = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].textUpdateRequired = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].textUpdate = &quot;mage robes!&quot;;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (npcs[i].npcType == 1290) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (misc.random2(30) &lt;= 2) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].updateRequired = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].textUpdateRequired = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].textUpdate = &quot;got 5 NOTED gloves? =) good, use them on the chest in front of me!&quot;;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (npcs[i].npcType == 198) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (misc.random2(30) &lt;= 2) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].updateRequired = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].textUpdateRequired = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].textUpdate = &quot;got 10 NOTED blk 2h's? use them on the chest in front of me!&quot;;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (npcs[i].npcType == 2836) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (misc.random2(30) &lt;= 2) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].updateRequired = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].textUpdateRequired = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].textUpdate = &quot;got 20 NOTED giant frog legs? use them on the chest in front of me!&quot;;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (npcs[i].npcType == 70) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (misc.random2(30) &lt;= 2) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].updateRequired = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].textUpdateRequired = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].textUpdate = &quot;got 30 NOTED pumpkins? use them on the chest in front of me!&quot;;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (npcs[i].npcType == 548) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (misc.random2(30) &lt;= 2) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].updateRequired = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].textUpdateRequired = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].textUpdate = &quot;Good armour and weapons!&quot;;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (npcs[i].npcType == 2169) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (misc.random2(30) &lt;= 2) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].updateRequired = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].textUpdateRequired = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].textUpdate = &quot;Gold and Trimmed armor!&quot;;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (npcs[i].npcType == 2168) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (misc.random2(30) &lt;= 2) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].updateRequired = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].textUpdateRequired = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].textUpdate = &quot;Fancy Shop 2!&quot;;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (npcs[i].npcType == 166) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (misc.random2(30) &lt;= 2) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].updateRequired = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].textUpdateRequired = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].textUpdate = &quot;NO TELE DURING FIGHT (even team) OR BAN!&quot;;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (npcs[i].npcType == 2266) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (misc.random2(30) &lt;= 2) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].updateRequired = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].textUpdateRequired = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].textUpdate = &quot;Crafting and Firemaking!&quot;;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (npcs[i].npcType == 948) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (misc.random2(30) &lt;= 2) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].updateRequired = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].textUpdateRequired = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].textUpdate = &quot;Level 60 Miners have access to the Mining Guild!&quot;;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].textUpdate = &quot;Mining Guild, down the ladder!&quot;;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (npcs[i].npcType == 758) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (misc.random2(30) &lt;= 2) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].updateRequired = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].textUpdateRequired = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].textUpdate = &quot;Seeds!&quot;;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (npcs[i].npcType == 2167) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (misc.random2(30) &lt;= 2) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcs[i].updateRequired = true;<b