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Messages - Bad Fight

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46
the elemental you guys are talking about was the enlarged model of a common fire elemental, called Ignitius
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47
Off-Topic / Re: What song are you listening to now?
« on: April 01, 2016, 11:24:31 pm »
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48

It was this one, but with bad textures.

this guy was huge in size, and all he does is he casts fire blast and that's it, it was one of the easiest bosses ever to be made, The only thing that annoy'd me back cause it had no drops and it can be killed using ANY attack style(melee,range and mage) and only couple of the community know this boss, The boss got removed when barrows were moved to their original place..

People should remember him.

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49
It's something really original and awesome.. I would love to see this ingame, maybe with a NPC  that already exists but different colors or something like that.
If its going to be a firey monster i used to remember back in mortanyia there was a forgotten boss Im not sure what was his name it was a large flame and fires fire blast spell on ya.
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50
It's something really original and awesome.. I would love to see this ingame, maybe with a NPC  that already exists but different colors or something like that.
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51
So uhh... How do you think that npc is gonna be ingame..? I'm not able to make a custom boss (well i can make the model, but i'm unable to make custom animations).

The idea is cool but yea, can't do much if you don't have a suitable npc.
Perhaps the $ will do?
I said its simply not do-able: i can only create a skin for an already existing npc (like the gryphon skin for dragons) but the animations need to exist already. It is nearly impossible to make proper animations for rsps because the tools are horrible.
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52
Introductions & Farewells / Re: Back
« on: March 28, 2016, 07:53:07 pm »
Welcome back

I can't even with your signature lmao
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53
Guides / Re: Emps script: Write your own quest!
« on: January 27, 2016, 02:20:43 pm »
Code: [Select]
d = quest_options
opt | 159 "Begin quest" | gnomechild

d = gnomechild
if $q_gnomechild == 0 gnomechild_begin
if $q_gnomechild == 1 gnomechild_check

d = gnomechild_begin
npc "Got any of that good shit, yeah?"
plr "Hhhhhhhhhhhhhhhhhhhhhhhh???"
npc "Bring me 12 guam leafs."
qst "Help the gnome child in his dank quest?" "Ok" | gnomechild_cont "Ok" | gnomechild_cont

d = gnomechild_cont
npc "Ty m8." $q_gnomechild = 1

d = gnomechild_check
npc "You brought the good shit?"
if hasItem({249, 12}) gnomechild_finish else gnomechild_scam


d = gnomechild_finish
delItem(249, 12)
npc "Yeah thats the shit. Good shit m8. Ty." $q_gnomechild = 2

d = gnomechild_scam
npc "You tryin to foken scam me m7?"
plr "Cheeky little shit m8 I'll bash ur head in I swear on me nan."
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54
Showcase / Re: From dragon to gryphon
« on: December 28, 2015, 08:47:29 pm »
You see, those are burning gnomes as hats.
And in the middle theres the 3rd head, I call him Jack. Jack is not like his brothers tho.
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55
Showcase / Re: From dragon to gryphon
« on: December 28, 2015, 04:30:13 pm »
maybe something like this

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56
Showcase / Re: ravenborn
« on: December 17, 2015, 07:25:43 am »
Nice signature, too bad you didn't show the two thingyz. :doge:
I figured out the reason im not mod yet, so I started censoring content.
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57
Showcase / Re: :I
« on: October 29, 2015, 09:41:19 pm »
bye.mary.was.nice.seeing.u
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58
Suggestions & Ideas / Master capes
« on: August 30, 2015, 12:48:16 pm »
Master capes

Currently, skillcapes to some skills have completely lost their 'impressive' factor. While an agility or slayer cape might be something that is impressive, a ranged or woodcutting cape is largely seen as something nearly everyone has. To give players a goal beyond 99 and give them something to show off for it I'm here to suggest master capes. These capes share their design with the 120 dungeoneering cape. The design itself might not be something most people like, but it's a cape that will fit with most outfits and won't clip with armour. These capes have particle effects in RS, I suggest not adding these as they would just take up too much time and cause too much lagg.

I've also got a nice item sink in mind for the capes. Making the cape requires a fire cape, ava, god cape and the original skillcape, of course having all these items as a requirement puts it on a similar level of stats. The master capes should have the same stats as a max cape, so that people can wear them without losing out on their dps. The requirement to wear should obviously be 200m exp in the skill. It might be a nice option to have an untrimmed version for 100m exp.

If we introduce a sink for god capes, we should also re-continue them. They could be drops from the monsters in the godwars dungeon outside the boss rooms, so that people could even get a nice drop before they're in the boss room. Infernal mages might also be a good destination for the capes. Regardless, these should be recontinued. Their accuracy should also be lowered by 5 to match max cape's accuracy.

Max cape would be quite the easy alternative to this cape, since it only costs about 3m. It's price should be increased, people that are maxed usually have plenty of money. Max cape should also get buffed to +5 strength just like fire cape, ava and god capes.





Note: these are the capes as they are in RS3, we'll need custom models for them.
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59
Introductions & Farewells / Re: Hey :)
« on: August 28, 2015, 10:11:41 pm »
Fake Taxi, sounds familiar, i must've heard it before :kappa:

Anyway, welcome to Emps-World!
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60
Events / Re: Screenshot Scavengers
« on: August 28, 2015, 08:08:42 pm »
Found.it

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