Thread: Relentless

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  1. #1 Relentless 
    Ignorance is always an excuse

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    ~ Links Removed ~

    Thread Under Construction!
    Media and information about the current features will be added periodically when I have the time to do so.
    I'm pretty busy irl at the moment so I will most likely prioritize actually coding the server over making new media for coding which already exists


    I haven't been updating this main post, please check the second post for the update log!

    Relentless is a 508 loading 525 type server.

    Automatic Starter

    Spoiler for AUTOMATIC STARTER:
    Starter is automatically added to your account.

    The "X" button is hidden from the bank interface.
    When you right click an item on the bank interface all you get in "Cancel" option.
    You can't walk away, if you try to it does nothing.
    Each time you're given a set of items you receive information about them.
    If you close your client and log back in it will resume the auto-starter without any glitching.



    Skills

    All skills except Hunter are coded, but as it says at the top the thread is 'under construction'.

    Spoiler for EXPERIENCE LAMPS:
    For yellow genie lamps you are granted "Skill Level x 100" instead of x10





    Spoiler for AGILITY:


    Spoiler for FARMING:
    NOTE: Right before making the video I increased plant speed by x50 or x2000 for trees. The real timers are just like on RuneScape.

    System Features:

    Rake the weeds out from patch (exp is given)
    Seed dibber required to plant seeds (exp is given for planting)
    Correct seed amount requirements(3 for allotment, 1 for herb and flower, ect)
    34 Fully Functional Patches
    (5 Herb, 8 Allotment, 5 Flower, 5 Fruit Tree, 3 Spirit Tree, 4 Tree Patches, 4 Bush Patches)
    All patches support all seed/plant types (Herb patch even support Gout Tubers which grow Goutweeds)
    Timer is not handled through tick (plants will continue to grow if user logs out)
    Amount of produce to harvest saves (can't get unlimited by relogging)
    Compost bins are coded, but since death/disease is not the only use is to increase the yield of produce.
    Fruit trees need health checked, then produce harvested, chopped down, and stump dug out



    Supports the Limpwurt only Flower Patch at the Western Wilderness Ruins



    Spoiler for CONSTRUCTION:
    The Construction skill is unfinished (as of 8/15/2014)

    There is more media pertaining to the Construction skill on my Construction Show-off Thread such as things I've updated since I first made the video.



    New video(8/15/2014):



    Mini-Games

    Spoiler for BARROWS:
    Barrows

    This is a simple version of Barrows. Just kill all 6 brothers and the last you kill will drop your reward.



    Spoiler for DUEL ARENA:
    Duel Arena

    Note: These are old pictures, people said they didn't like the green text overlay so I took it out already.

    Instead of doing high risk stake fights and giveback fights in the wilderness or Bounty Hunter you also have the option to use the Duel Arena.
    The Duel Arena can be easily accessed via Duelling Ring(the Wise Old Man will also give you a free teleport).













    Spoiler for PARTY ROOM - BALLOON BONANZA:
    Balloon Bonanza Feature:
    You can fill the chest up with items then pull the lever and pay 50k for you stuff to be dropped.
    After a certain amount of time has passed balloons will drop.
    Popping these balloons can give you an item which was put into the chest.
    NPCs around the server will announce the drop party.

    Knightly Dance Feature:
    You can pay 5k for knights to spawn and sing you a song.
    They can sing you the following songs...
    "It's Not Unusual" by Tom Jones (This is a reference to the Fresh Prince of Bel Air)
    "Never Gonna Give You Up" by Rick Astley (The "Rick Roll" Song)





    Spoiler for CLUE SCROLLS:
    System has at least 1 of every type of clue available.

    25 Different Scrolls Available (currently)

    2 Anagram Clues
    4 Uri Emote Clues
    5 Map Clues
    3 Riddle Clues
    2 Simple Clues
    9 Coordinate Clues

    Different Scrolls available for Different Difficulties (same as RS)

    Easy: Simple, Map, Riddle, Uri Emote
    Medium: Simple, Anagram, Map, Riddle, Uri Emote, Coordinate
    Hard & Elite: Anagram, Map, Riddle, Uri Emote, Coordinate




    Miscellaneous

    Spoiler for FAIRY RINGS:
    Realistic system (Main fairy ring in Zanaris lets you access all others, all others teleport you to main ring in Zanaris)
    All fairy ring codes except two (no mapdata for Enchanted Valley or Gorak Area... someone give plawks)
    You actually walk into the ring
    You can use Lunar or Dramen staff
    Supports multi code combinations (like when you use AIR, DLR, DJQ, AJS to get to the secret fairy place in real RuneScape's fairy tale part 2 quest)
    Entering wrong code will teleport you a short distance from the fairy ring.





    Spoiler for FOOD:
    I think even the small things have a certain level of importance.

    Here is a list of all the food items which can be eaten:

    Plain Pizza (heals 7 per slice)
    Meat Pizza (heals 8 per slice)
    Anchovy Pizza (heals 9 per slice)
    Pineapple Pizza (heals 11 per slice)

    Apple Pie (heals 7 per slice)
    Redberry Pie (heals 5 per slice)
    Meat Pie (heals 6 per slice)
    Garden Pie (heals 6 per slice, +3 Farming)
    Fish Pie (heals 6 per slice, +3 Fishing Boost)
    Admiral Pie (heals 8 per slice, +5 Fishing Boost)
    Wild Pie (heals 11 per slice, +5 Slayer Boost, +4 Ranged Boost)
    Summer Pie (heals 11 per slice, +5 Agility Boost)

    Ugthanki Kebab (heals 19)

    Bread (heals 5)

    Stew (heals 5)
    Curry (heals 5)

    Cake (heals 4 per slice)
    Chocolate Cake (heals 5 per slice)

    Baked Potato (heals 4)
    Potato with Butter (heals 14)
    Chili Potato (heals 14)
    Potato With Cheese (heals 16)
    Egg Potato (heals 16)
    Mushroom Potato (heals 20)
    Tuna Potato (heals 22)

    Potato (heals 2)
    Onion (heals 2)
    Cabbage (heals 2)
    Tomato (heals 3)
    Cooked Meat (heals 3)
    Cooked Chicken (heals 3)

    Anchovy (heals 1)
    Crayfish (heals 2)
    Shrimp (heals 3)
    Sardine (heals 4)
    Herring (heals 5)
    Mackerel (heals 6)
    Trout (heals 7)
    Cod (heals 7)
    Pike (heals 8)
    Salmon (heals 9)
    Tuna (heals 10)
    Lobster (heals 12)
    Bass (heals 13)
    Swordfish (heals 14)
    Monkfish (heals 16)
    Shark (heals 20)
    Sea Turtle (heals 21)
    Manta ray (heals 22)

    Purple Sweets (heals randomized 1-3, restores 10% run energy)

    Peach (heals 8)
    Orange (heals 2)
    Banana (heals 2)
    Pineapple Chunks (heals 2)
    Pineapple Ring (heals 2)
    Strawberry (heals 6% of max hitpoints)
    Watermelon Slice (heals 5% of max hitpoints)


    Pumpkin (heals 14)
    Easter Egg (heals 12)
    Truffle (was never introduces into RS, could be seen on GE list, made it heal 25)


    Spoiler for REAL DIALOGUES:
    Real dialogues give a RSPS that genuine feeling.

    In certain areas where it is appropriate I like to use real dialogues.



    Spoiler for CLAN CHAT:
    Clan Chat

    Clan Chat is fully coded. No really... fully coded. Ranks work, kicking abilities, lootshare including coinshare option.





    Spoiler for DWARF MULTICANNON:


    Spoiler for AUTO VETERAN SYSTEM:
    After a certain amount of time you will automatically get a Veteran Rank.
    There are three different Veteran Ranks you can get:
    Senior Member (180 Days - Approx. 6 Months)
    Veteran (360 Days - Approx. 1 Year)
    Veteran+ (720 Days - Approx. 2 Years)

    There are two separate copies of your "Join Date" held.
    One is used simply for knowing when you joined.
    The second is the same thing except it's use is to automatically give you your rank.
    So if you break a rule that would warrant your rank being revoked it won't automatically give it back.

    To know the exact date and time you will receive each respective rank you can do ::checkvet
    Here is a picture of what happens when you use the ::checkvet command:



    Support Signatures

    Yeah, I know they're not the best. That's because I made them myself.

    [URL="http://www.rune-server.org/runescape-development/rs-503-client-server/projects/547152-relentless.html"][IMG]http://i59.tinypic.com/119nnrb.png[/IMG][/URL]


    [URL="http://www.rune-server.org/runescape-development/rs-503-client-server/projects/547152-relentless.html"][IMG]http://i59.tinypic.com/rh75vp.gif[/IMG][/URL]


    [URL="http://www.rune-server.org/runescape-development/rs-503-client-server/projects/547152-relentless.html"][IMG]http://i62.tinypic.com/sx23v4.png[/IMG][/URL]


    Credits to Klaus for these two:

    [URL="http://www.rune-server.org/runescape-development/rs-503-client-server/projects/547152-relentless.html"][IMG]http://i.imgur.com/ReD2AQH.png[/IMG][/URL]


    [URL="http://www.rune-server.org/runescape-development/rs-503-client-server/projects/547152-relentless.html"][IMG]http://i.imgur.com/x81DuNe.png[/IMG][/URL]



    Last edited by Thakiller; 11-11-2014 at 01:07 AM.



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  2. #2  
    Ignorance is always an excuse

    Mikee's Avatar
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    Update Log

    2014

    APRIL 2014

    Spoiler for APRIL 2014:

    4/21/2014

    New Teleports Added:

    Home Teleport (for all three spellbooks)
    Trollheim Teleport
    Watchtower Teleport
    Ape Atoll Teleport
    Ectophial
    All Runecrafting Altar Teleport Tablets

    4/22/2014

    Found out what was making the 508 loading 525 clients not send the packets for when you try to drag an item onto the tabs. So bank tabs are working



    4/24/2014



    Upon first login it will stock the Tool Leprachaun with 1 Rake, 1 Spade, 1 Seed Dibber, and 5 Buckets.

    Made it so you can purchase crests from the Estate Agent. All crests are 100K except for the following...
    Saradomin, Guthix, Zamorak = 1M
    Skull = 500K
    Money = 100M

    Made the server support the new staff ranks(Forum Moderator and Server Support).

    4/27/2014

    The Falador Party Room Knights now have the option of singing you the "Rick Roll Song".



    Coded the client so when you press the "PrntScr" button it will automatically make a perfectly cropped picture of your client. This makes it so you can quickly take multiple pictures without having manually paste, crop, and save using Paint or whatever you might be using.

    4/28/2014

    Coded in all Lunar Teleports spells including Telegroup spells. When using Telegroup spells it will popup the same interface used for Teleother spells for anyone in the 3x3 area surrounding the player casting the spell provided they are able to teleport (they're not tele-blocked ect) and have accept aid turned on. When using Telegroup Ice Plateau it will also include "(WILDERNESS)" in bright red letters next to where it says Ice Plateau.



    4/29/2014

    Coded the Humifify and Super Glassmake spells for the Lunar Spellbook.

    Humidify will fill all vessels with water including waterskins and even turns clay into soft clay.
    Super Glassmake will turn all "sets" of items into 1-2 pieces of molten glass (so 5 butcket of sand and 5 soda ash makes 5-10 molten glass)
    (seaweed can be used in place of, or in combination with, soda ash)

    Have begun the process of recoding Magic and NPC systems.

    4/30/2014

    Update:

    Made good progress with recoding NPC on Player combat. It's functioning properly for the most part, but needs a few tweaks for it to be working 100% proper. NPC system itself still needs a bit of neatening up. Since I got this done I coded a few new NPCs and their respective attacks including Rock Crabs, Chaos Elemental(added drops too), and Mithril Dragons(added drops too) including fixed Zakl'n Gritch and Bree from Godwars and gave the Bandos Sergeants their real attacks(except for the range one's projectile, couldn't find the GFX).

    The standard item list which comes with this type of server I kept noticing it was lacking a bunch of item information, two of the most recent examples were RuneCrafting altar teleport tablets and Brawling Gloves. Quickly coded a program to loop through every item in the cache and check if it was on the list or not. Ended up finding 588 missing items. Should probably code something else to dump examine/bonus info off of rs wikia.

    Was messing around earlier and noticed when I coded in support for combination runes a while back I somehow forgot to add in support for Smoke Rune. That is fixed and now all combination runes are 100% supported.

    Recoded part of my GUI... when editing the Item Data List if adding an item which wasn't previously on the list it would place it at the bottom of the file regardless of the Item ID. This has been fixed and it will now print the list in the correct order.

    Coded support for the Client to Server packet for Magic on Object... even though the only two spells I can think of which use this would be Fertile Soil and Cure Plant and I purposely didn't code disease/death into the farming system, but it's there now incase I ever decide to code it.

    I thought it didn't make much sense to have two different staff control menus in the quest tab so I combined them into one and will just make it so the options on the menu will be restricted to certain ranks if needed. If you didn't know you can append and remove all punishments except IP Bans from the staff controls in the quest tab. You can also check 8 different logs too which are all item transfers (Drop Item, Pick Up Item, Trade Item, Items Lost on Death), Chat Logs(Public, Private, and Clan), and Kill logs to see who has killed who.





    MAY 2014

    Spoiler for MAY 2014:


    5/02/2014

    I have re-coded the way aggression works. Like other things in the NPC system the way it worked was sloppy and in-efficient.
    Going to code it like RuneScape where all monsters in the wilderness are always aggressive and if you stay in an area long enough the NPCs will become passive towards you.

    Added combat data for all three Dagganoth Kings and their drop tables.

    Added GFX/Projectiles to Tok-Xil range attack and Ket-Zek's magic attack.

    Coded in the Chaos Elemental along with it's drop table and coded in the effect for it's "Unequip Attack" which will unequip your equipment. This kind of mixes things up a bit, which I like... instead of bringing Sharks you would have to bring Curry or Stews if you wanted to avoid this (because when eaten the bowls are left in your inventory) or you could just use Brews and Restores since the Vials are left in your inventory. The effect is randomized so it won't unequip all your gear everytime.

    5/04/2014

    Coded in immunity to poison and added it to a few NPCs

    Added in brawling gloves. Just like Runescape they give +50% normally and +300% when used in wilderness.
    The coding is added into the skill system itself so you only get experience for training the skill (meaning you don't get bonus exp from lamps, ect.)
    Once you get 300,000 bonus exp (doesn't count base exp just the bonus) the gloves will Degrade.
    They have been added to the Chaos Elemental's drop table as a rare drop.
    Not sure if you can do this in real RS, but if you operate the gloves while equipped it tells you how much bonus exp can be earned before they degrade.

    Added combat data for Bloodvelds. It uses a Magic based Melee attack so it hits with magic, but can only attack while right next to the player.

    Since I edited the system to allow for short range magic attacks for Bloodvelds I also made the Chaos Elemental's melee attack hit from a distance.

    5/05/2014

    Revised the way NPC drops are coded. Back when I first coded lootshare/coinshare there was only a few NPCs in multi combat areas so I coded it into those specific NPCs instead of recoding the whole system. Now that I'm coding more NPCs I figured it was a good time to re-code the whole system. Lootshare will now work for every NPC as long as the circumstances are correct for it to do so. This also made it easy to make a simple "drop multiplier" variable so I could have double drop weekends if I wanted to.

    In addition to that I have also coded some more NPCs:

    Added drop table for Bloodvelds.
    Added combat data and a drop table for Otherworldly Beings.
    Added drop table for Abyssal Leech, Abyssal Guardian, and Abyssal Walker.
    Added drop table for Aberrant Spectres.
    Added drop table for Imps.

    I coded the banker in the ZMI/Ourania Dungeon where you have to pay to bank with x20 of any rune.

    5/06/2014

    Added combat data and drop table for Zombies
    Added combat data and drop table for Skeletal Wyverns*
    Added combat data and drop table for Dust Devils
    Added combat data and drop table for Pyrefiends (uses "magic based melee attack" similar to bloodvelds)

    * Works like real RuneScape. You need either a Mind Shield, Elemental Shield, or Dragonfire Shield (not to be confused with Anti-dragon shield) to protect against the Wyvern's Icy Breath attack. Wyverns are good to have because they're a cool slayer monster and also the only monster in the game which drops Granite Legs.

    Since Jug of Wine is a drop from Pyrefiends and Ugthanki Kebab is a drop from Dust Devils I have coded both of them in.

    Added combat data and drop table for Crawling Hands
    Added drop table for Cave Crawlers
    Added combat data and drop table for Infernal Mages
    Added combat data and drop table for Jellies

    5/10/2014

    Coded in all enchant jewelry spells.
    Also since I have lecterns coded I coded in the enchant jewelry tablets aswell.
    I was also able to dump more NPC examine info from the current rs wikia since they usually stay the same.

    Coded in the following spells:

    Bones to Bananas
    Bones to Peaches
    Low Alchemy
    High Alchemy
    Superheat Item
    Boost Potion Share
    Stat Restore Potion Share

    5/12/2014

    Been working a bit more on fixing up combat.
    Added the Plank Make spell to Lunar Spellbook.
    Added combat data for Bats, Giant Bats, and Albino Bats.
    Added combat data for the three types of Battle Mages at the Mage Arena.
    Added combat data and drop tables for Hill Giants, Moss Giants, Ice Giants and Fire Giants.
    Since giants drop Long Bone and Curved Bone I have coded them in aswell. Instead of bringing them to Dorgesh-Kaan you just bury them for Construction Exp.
    Since Moss Giants drop Spinach Rolls I have coded them in aswell.

    5/14/2014

    Edited NPC aggression to take the NPC's size into account when checking the player's distance from the NPC.
    Edited Corporeal Beast's drop table. It now has a drop table more similar to real RS.
    Added stat restoring for when Magic on NPC is fully coded so stats can regenerate after being lowered by curse spells ect.

    5/15/2014

    Monster Examine spell is coded
    Done some work on PvN Magic system.



    JUNE 2014

    Spoiler for JUNE 2014:


    6/11/2014

    I found a F2P NPC dump so I quickly made a program to parse the data into a format the server can read.

    One small downside is that the dump wasn't from the same revision as the server. So there are a few places where the npcs are a bit out of place or the NPC is a wrong ID. For example in a few banks instead of bankers behind the booths there is Aubury or Orks.





    AUGUST 2014

    Spoiler for AUGUST 2014:


    8/07/2014

    I coded the enchanted lyre which teleports you to the dock at Rellekka, but also added a few extra teleports to Waterbirth Island, Golden Apple Tree, and Southern Fremennik Province.
    I have also coded the Pharaoh's Sceptre which can teleport you to Jalsavrah (Pyramid Plunder), Jaleustrophos (Agility Pyramid), and Jaldraocht (Azzandra's Pyramid - Desert Treasure).

    8/08/2014

    you can now sit in chairs in the player owned houses lol




    8/10/2014


    Benches in the dining room are now coded.
    Fireplaces are now coded.
    The clocks in the bedroom are now coded. (I made them say hickory dickory dock)




    8/11/2014


    You can now build Oubliettes through the Trapdoor hotspot in the Throne Room and vice versa.
    (The same way you would build onto the top floor or dungeon levels through staircases in a Skill Hall or Quest Hall).

    8/14/2014

    Armour Stands are now working. Use them and they will give you a discount price - based on smithing level - when fixing your gear.
    As you can see in the picture below the price is 30300 coins when the normal price is supposed to be 60,000 coins, this is because I have 99 Smithing.



    One of the things I overlooked when I first coded the skill. I noticed there's an upgrade option when you right click the toolstores. You build the first toolstore as you would any other piece of furniture then you can add four more toolstores by right clicking the upgrade option. This must be done in the order lowest to highest ofcourse.



    8/15/2014

    The "upgrade" option for the Workbench and Crafting Table in the Workshop Room are fully functional.

    In addition to building rooms through Oubliette > Throne room and vice versa you may now remove rooms in the same manner by using the right click "remove-room" option.

    The same "remove-room" option has been made functional for staircases aswell including spiral staircases ect.

    8/16/2014

    Pluming Stand, Shield Easel, and Banner Easel are now fully functional.
    You can make heraldic Steel Full Helmets/Kiteshields, Rune Full Helmets/Kiteshields, and Banners in the style of your current crest.

    Toolstores now work.

    8/17/2014

    I have coded the right click "climb-up" and "climb-down" options for spiral staircases which pretty much makes them completed.
    Previously you could click climb and it would ofcourse give you a chatbox interface with the options so I was lazy about adding that lol.

    8/18/2014

    Dungeon Entrance in Gardens and Formal Gardens have been integrated into the system to work with other "Stair Rooms" (Skill Hall, Quest Hall, ect)
    Much thanks to Alva Cervix for using his RSGP to get me the information I required to do this properly.

    Coded in the right click "remove-room" option into the Dungeon Entrance.

    Fixed up some small graphical glitches.


    8/19/2014


    All "ale barrels" work. Just use a beer glass with the barrel and you get free unlimited drinks!
    Just as in RuneScape these cannot be taken outside the POH or used to build more barrels.

    All three type of larders work in the Kitchen. These provide you with unlimited free food items
    Wooden = Tea Leaves, Milk
    Oak = Tea Leaves, Milk, Egg, Flour
    Teak = Tea Leaves, Milk Egg, Flour, Potato, Garlic, Onion, Cheese



    All seven types of shelves for in the kitchen. These provide you with you with unlimited free cooking supplies.
    Wooden 1 (Clay) = Kettle, Teapot, Cup
    Wooden 2 (Clay) = Kettle, Teapot, Cup, Beer Glass
    Wooden 3 (Porcelain) = Kettle, Teapot, Cup, Beer Glass, Cake Tin
    Oak 1 (Clay) = Kettle, Teapot, Cup, Beer Glass, Empty Bowl
    Oak 2 (Porcelain) = Kettle, Teapot, Cup, Beer Glass, Cake Tin, Empty Bowl
    Teak 1 (Porcelain) = Kettle, Teapot, Cup, Beer Glass, Cake Tin, Empty Bowl, Pie Dish, Empty Pot
    Teak 2 (Gilded Porcelain) = Kettle, Teapot, Cup, Beer Glass, Cake Tin, Empty Bowl, Pie Dish, Empty Pot



    8/19/2014 (2)

    Since I coded using beer glass on the ale barrels in POH I have decided to code the ales.
    In addition to the ales used in POH beer barrels I have coded the other ales aswell.
    All versions(mature, calquat kegs, ect.) of the following ales have been coded:

    Asgarnian Ale
    Axeman's Folly
    Bandit's Brew
    Beer
    Chef's Delight
    Cider
    Dragon Bitter
    Dwarven Stout
    Greenman's Ale
    Grog
    Moonlight Mead
    Slayer's Respite
    Wizard's Mind Bomb

    8/21/2014

    Well I noticed when coding the larders that you couldn't eat the cheese. Since no server is complete without cheese eating abilities I went ahead and coded it immediately.

    Stove Space and Sink Spaces in Kitchen are now functional.

    Tea Brewing has been added. Cups of Tea will provide you with temporary construction boosts just as they do in real RS (Clay +1 | Porcelain +2 | Gold Trim +3).
    Get some tea leaves from larder.
    Get kettle, teapot, and one or more cups from the shelf space.
    Add tea leaves to teapot.
    Use kettle on sink to fill with water.
    Use full kettle on stove to boil.
    Use hot kettle with teapot to make Pot of Tea (4)
    Then you just use the Pot of Tea on the Empty Cups and you have four cups of tea!

    8/22/2014

    Flatpack building in the Workshop is fully functional.
    There are 5 different workbenches, each one allows you to build furniture 20 levels higher than the previous.
    For example the lowest level only allows you to build furniture requiring level 20 or less, the next level 40 or less, and so on.

    Flatpack installation is now fully functional.
    Just use the flatpack on an empty hotspot and it will add that piece of furniture.

    8/27/2014

    Paypal IPN is working

    8/29/2014

    In addition to the Armour Repair Stand working in the workshop the Repair Bench and Whetstone are now coded.
    You use these to Repair Bench to fix broken staves and broken arrows. You use the whetstone to fix staves, arrows, and rusty swords.

    Here is a list of what you can get when you fix them:
    Broken Arrows = Headless, Bronze, Iron, Steel, Mithril Arrows
    Broken Staves = Normal, Air, Water, Earth, Fire Staves (runescape.wikia was vague and did not specify this, but I improvised)
    Rusty Sword = Bronze, Iron, Steel, Black, Mithril, Adamant, Rune swords (2500 Smithing xp per) (Higher crafting level gives better chance of getting higher level ones)

    8/31/2014

    Fixed a few magic on NPC glitches.
    Added combat data and drop table for Chickens.



    SEPTEMBER 2014

    Spoiler for SEPTEMBER 2014:


    9/1/2014

    Recoded the way NPC data works. It is much more organized and efficient now. Easier to find things, easier to edit, ect. Will be good for future NPC related updates.

    9/2/2014

    Began implementing the old NPC data into the new system
    Added combat data and drop tables for Cow Calf
    Added combat data and drop tables for Unicow
    Added combat data and drop tables for Brutal Green Dragon

    9/3/2014

    Continued transferring old data into the new NPC system
    All baby dragons have had combat data added and their drop tables added (which is just babydragon bones)
    Added combat data added for Deadly Red Spider
    Added combat data and drop table added for Jungle Spider (drops only Spider Carcass)
    Added combat data for Shadow Spider
    Added combat data and drop table for White Knights

    9/4/2014

    Continued transferring old data into the new NPC system
    Coded in combat data and drop table for Unicorns and Dark Unicorns (Drop table is only a unicorn horn lol)
    Coded in drop table for Kalphite Worker
    Coded in drop table for Kalphite Soldier
    Coded in drop table for Kalphite Guardian

    9/5/2014

    Changed the way the "FileManager" saves things on the server.

    If any of you are familiar with the standard saving and loading used on 508 servers you probably know why I did this.
    It saves everything without skipping lines and instead uses these things which are spaces but aren't actually spaces... like if you try to edit it and delete one of the spaces and try to replace it with the normal space from your space key it will glitch. It also saved in a .dat file which I never really liked, I always thought .txt notepad were rather sexy myself. Also changed the way some other stuff loads aswell like clan chat ect.

    9/13/2014

    Stayed up all day yesterday working on combat. Made some good progress. There was just so many things wrong with combat.

    Besides working on totally reworking the system, there's a few things I added:

    Tons of new arrows work... Ice arrows, Poison Versions of arrows, Bolts, ect.
    Arrows will appear on the ground instead of disappear 100% of the time when not using backpack... if appear on the ground it will add to a pile that is already there
    Better Ava's Accumulator and Attractor methods
    Halberd support coded. Can be used from 2 coordinates away from target. Fighting large NPC's takes their size into effect.
    (Halberds themselves still need a little work, I had better things to do than add attack emotes, ect.)

    The biggest thing that I re-did would be the fact that on RuneScape it's supposed to be the hit is determined as soon as combat is initiated and on 508 servers this was not the case. This is why you get experience either as soon as the attack starts or as soon as the delay from previous attack has expired... experience is based on the hit, so obviously if you're receiving the experience before the hit then you know the hit is determined as the start. This has caused some glitches in the past, not just on my server but I've seen these same glitches happening on other servers if multiple different revisions too, so I guess a lot of servers have the same basic flaws in their combat systems.

    9/14/2014

    Further recoding of the combat system

    I have also added more stuff beside the stuff I've recoded...
    Things added:

    Added more special attacks to PvN combat
    (All special attacks supported for PvP have been converted)
    - Dragon Halberd (Fixed to real Version, double hits large NPCs)
    - Dragon Scimitar
    - Dragon Spear (only if 1x1 Monster)
    - Zamorak Spear
    - Dragon 2H Sword
    - Statius Warhammer
    - Vesta Spear
    - Saradomin Sword
    - Zamorak Godsword
    - Dragon Longsword
    - Barrelchest Anchor
    - Abyssal Whip
    - Granite Maul
    - Morrigan Axe
    - Morrigan Javelin
    Added crossbow bolt special effects to PvN combat
    (Just like in RuneScape dragons are immune to Dragon Bolt's dragonfire effect)
    All damage dealt to Corporeal Beast is reduced by 50% unless using spear or hasta



    9/17/2014

    Couldn't sleep last night so I've been working on magic system.

    Both PvP and PvN magic systems have been fully re-coded.

    Some spells which previously were not coded for NPCs are now supported for PvN magic.
    (A few I can think of were: Miasmic Spells, Shadow Spells, and Iban Blast)

    Crumble Undead has been added. It will only work on Undead NPCs (skeletons, zombies, ect).

    Slayer Dart has been added. Requires 55 slayer and Slayer's Staff to cast. Max hit increases the higher your magic level is.
    (First didget of your magic level + 10... example: If your magic level is 70 the first didget is 7 so 7 + 10 = 17 for your max hit)

    Crumble Undead has been supported under the auto-cast options of the Void Knight's Mace
    Slayer's Staff's special auto-cast menu has also been added which supports both Crumble Undead and Magic Dart

    Crumble Undead and Magic Dart were the last two combat spells. All combat spells are now supported!

    9/18/2014

    Added both Grey and Red Chinchompas. Good for training range!
    Combat data and drop tables have been added for Skeletons.
    Re-Added non-combat MagicOnPlayer spells to new magic system (Teleother, Cure Other, ect)

    9/19/2014

    I have fixed a small graphical glitch with Zuriel Staff and Miasmic spells. For some reason when the client looks to light up the Miasmic spells it only looks for normal non-corrupt non-degraded Zuriel's staff and for some reason it counts it as a rune and not a staff... meaning the spell lights up when the staff is in your inventory and when you wield the staff it goes dark again. This has been fixed so the spell now lights up when the staff is wielded and also works for Corrupt and Degraded versions of the staff.

    Just noticed Dragon Battleaxe special attack wasn't there... so I added it!
    Also, seercull special attack has been added. It drains your opponents magic level by the damage inflicted, but uses 100% spec bar.

    Added Excalibur special attack.
    Like the Dragon Battleaxe special attack it is instantly triggered upon clicking the special attack bar.
    It boosts your Defence stat by 8.

    9/20/2014

    Added pullback and projectile GFX for Bree (Godwars minion)
    Fixed emotes for Zamorak godwars minions
    (Couldn't find Zakln Gritch anim anywhere, just help threads asking for it)
    Added projectile GFX for General Graardor's ranged attack
    Added boss related variables to NPC class
    One variable is for always combat following even with "far attacks" (General Graardor has ranged attack but always follows)
    the other is for moving through entities (so you can't safespot GWD boss through a minion)
    Revised NPC combat slightly to support multi attacks.
    General Graardor and Kree'Arra multi attacks have been added.
    Drop tables added for all 12 Godwars bodyguards.
    Added K'ril Tsutsaroth's special attack where he hits through melee prayer.
    When he does this special attack he has a max hit of 49 and yells "YARRRRR!!" or something.
    It will also drain half of your prayer points and his melee attack has the chance to poison for 16 so that also makes it a bit more dangerous.

    9/21/2014

    I forgot to code a real drop table for Commander Zilyana...
    A while back when I did this for the main bosses I just copied over Graardor's and changed the rare drops.
    So she now has a realistic drop table based on runescape.wikia
    Statius' Warhammer did not have the real special attack. It had no defence drain and only increased maxhit by 20% instead of 25%
    This has been fixed and it will now drain 1 + 30% of your opponents current defence when the special attack is used.
    Added the effect for "Keris" dagger. It will deal +50% damage on Kalphite Monsters.
    Added "Rare Drop" announcements for when a player gets a rare economy drop.



    9/22/2014

    Added godwars teleport to Wise old man's teleport options.
    Added construction shops to the estate agent dialogue. Just talk to him and ask to see the shop.

    9/22/2014 (2)

    You can now wear eyepatches.

    9/23/2014

    Got a ton more NPC spawns. Converted them to work with the server. Fixed a few inaccuracies.

    Few areas include:
    Taverly Dungeon
    Slayer Tower
    Godwars
    Fremmennik Slayer Dungeon
    Lumbridge Slayer Cave
    Ardougne
    Mage Arena
    Waterbirth Dungeon

    Added godwars teleport from wise old man.

    Made it so armadyl monsters in godwars cannot be attacked with melee.

    Small dc glitch got noticed when funning around with someone and I fixed it.

    Realized when I recoded NPC on Player combat I didn't re-add special effects, so those were re-added to the new system.

    Another glitch has been fixed. When I recoded the combat system I didn't make it so the hit damage was added to NPCs so "most damage gets drop" wasn't working. At first I thought this was only a glitch with lootshare but when testing the glitch with one of the people testing the server I noticed he got the drop even though I p'ringed it and that gave it away.

    Combat data and drop table has been added for Turoths
    Combat data and drop table has been added for Kurasks

    Fixed some mapdata for the lumbridge slayer cave and the fremenick slayer dungeon.

    Combat data and drop table has been added for Nechryael
    Combat data and drop table has been added for Banshees
    (All Slayer Tower NPCs are now fully functional with combat data and drop tables)

    I have made Kurasks and Turoths immune to all attacks except Leaf Bladed weapons, Broad Projectiles, and Slayer Dart spell just like in real RS.
    You may now only use Magic attack inside of the wilderness Mage Arena.
    I will probably code the Mage Arena minigame soon. I was thinking it would be cool to make the battle mages inside drop blood and death runes.

    Combat data and drop table has been added for Cave Bugs
    Combat data and drop table has been added for Cave Slime

    Before when I only had a few slayer monsters coded I had the slayer level check coded separately for each NPC.
    Now each NPC has a variable for slayer level requirement which is then checked in one spot.

    9/25/2014

    Support for actually firing Broad Arrows and Broad-tipped Bolts have been added.
    Combat Data and drop table has been added for Cockatrices
    Combat Data and drop table has been added for Basilisks

    9/25/2014 (2)

    Combat data and drop table has been coded for Cave Horrors.
    Combat data and drop table has been coded for Rockslugs
    (This makes all monsters in the Fremenick Slayer dungeon complete)

    Brimhaven Dungeon stepping stones has been converted into an actual agility shortcut requiring 12 Agility.
    (Previously you just clicked and it moved your position to the other side)

    I will probably start adding more agility shortcuts to make navigation easier and make agility a more useful skill.

    Both obstacle pipes in Brimhaven Dungeon have been coded.
    The one near Moss Giants requires level 22 Agility
    The one connecting Red Dragons to Black Demons requires 34 Agility
    The Brimhaven Dungeon log balance has been converted into an actual Agility Shortcut requiring 30 Agility.
    The obstacle pipe connecting Varrock Sewer and Edgeville Dungeon has been coded - Requires 51 Agility
    The log balance to fremenick province north of Camelot has been coded - Requires 48 Agility.

    9/27/2014

    I have manually added monster spawns to the Yanille Agility Dungeon.
    I will most likely make the obstacles along with the NPCs inside fully functional.
    I had been meaning to code this place for a while. The history of it has always interested me. A while ago before RuneScape added farming killing Salarin the Twisted for the sinister key used to be the only way of obtaining the Torstol herb.

    I have also added Black Mask and Slayer Mask +15% attack and strength bonus for slayer tasks along with the charged Black Mask's random defence draining effect which randomly happens in combat and will use one charge of the black mask while lowering your opponent's defence level 3-10 levels.

    Edit:

    Obstacles have been added to the Yanille Agility Dungeon
    - Balancing Ledge (40 Agility)
    - Obstacle Pipe (49 Agility - Only way to access sinister chest room)
    - Monkey Bars (57 Agility)
    - Pile of Rubble (67 Agility - Only way to access Salarin the Twisted)

    Combat data and drop table has been added for Chaos Druids.
    Chaos altar trap in Yanille Agility Dungeon is now working
    (When you try to pray it hits you for up to 15 damage and you fall into a lower dungeon with poison spiders)

    9/28/2014

    Coded drop table for Salarin the Twisted.
    Re-coded drop tables for many dragons. A few years back I just coded simple drop tables which were basically all the same.
    Now they have all been changed to be realistic based on information from runescape.wikia
    Every dragon except Brutal Green Dragons has had their drop table fixed.

    9/29/2014

    Added combat data and drop tables for Aviansie.
    Fixed a small glitch.

    9/30/2014

    Coded combat data and drop tables for all four Spiritual Mages.

    9/30/2014 (2)

    All four Spiritual Rangers have had combat data and drop tables added (Level 63 Slayer Required)
    All four Spiritual Warriors have had combat data and drop tables added (Level 68 Slayer Required)
    Armadyl's Eyrie is now accessible with Rune Crossbow and a Mithril Grapple.



    OCTOBER 2014

    Spoiler for OCTOBER 2014:


    10/02/2014

    Mogres have had combat data and drop tables added.
    Jogres have had combat data and drop tables added.
    Cyclops have had combat data and drop tables added.
    Goblins have had combat data and drop tables added.

    10/04/2014

    Jogre bones can now be buried.
    I didn't realized there was two types of Jogres. I was coding them based on the one in the Godwars Dungeon, but there a Jogre that didn't receive a graphical update so he has been coded too.
    Combat data and drop tables have been added for regular Ogres.
    A few NPCs have had their aggression fixed.
    Construction gave summoning exp instead of construction exp when building furniture. This has been fixed.

    10/06/2014

    Karamja Volcano entrance and exit have been coded
    TzHaar city entrance and exit have been coded
    Crandor Dungeon entrance and exit have been coded
    Karamja Dungeon (one near harpie swarms) entrance and exit have been coded

    Combat Data and drop tables have been added for TzHaar-Ket
    Combat Data and drop tables have been added for TzHaar-Xil
    Combat Data and drop tables have been added for TzHaar-Mej
    Combat Data and drop tables have been added for TzHaar-Hur

    According to runescape.wikia since TzHaar Hur was the crafting related TzHaar dropping ores and uncut gems that it was popular belief that it had a rare uncut onyx drop. I thought it was a good idea so I have added a very rare uncut onyx drop to it's drop table.

    All TzHaar equipment is now working properly. Before only the maul and the cape that worked.
    The Berserker Necklace effect has also been changed to work with all TzHaar weapons.

    Since tokkul is now available from the TzHaar monsters I have made the shops you spend them at
    These are the same basic stocks except for some slight changes.
    There is a rune store which sells runes up to Death Runes.
    There is an equipment store which sells all TzHaar Weapons and Obsidian Capes.
    There is a crafting store which sells ores and gems most notably Uncut Onyx and Onyx Bolt Tips.
    (Uncut Onyx I made for 250k tokkul each and Onyx Bolt Tips 1k tokkul each)

    10/10/2014

    Some needed accessibility updates:
    TzHaar City teleport added to Wise Old Man
    Lumbridge swamp cave can now be entered/exited
    Asgarnian ice cave can now be entered/exited
    Skeletal Wyvern section of Asgarnian Ice Cave can now be entered/exited
    Both sets of stairs in the slayer tower can be used

    Slayer Recoding:
    Slayer has been recoded.
    The way tasks are handled is now more efficient and organized.
    More tasks have been added including tasks requiring slayer levels.

    Skill System:
    Variable added for Experience Multiplier for easy setting of exp rates.
    The experience rate will stay the same for now - and most likely the duration of beta - which is x100.
    Skill XP has been changed to support decimals.
    Example: On real runescape you get 4.5 exp from burying a normal bone.

    NPC Combat:
    The checks for initiating combat when checking for existing combat with NPCs was slightly off.
    There was nothing resetting the variables upon NPC death so for a few seconds it still detected you as in combat.
    This has been fixed.

    Drop table has been added for rock crabs.
    The drop table is mainly realistic, but I have added frequent gem and coin drops.

    10/13/2014

    Combat data and drop table has been added for Yaks.
    Item data added for the following: Yak Hide, Hair, Raw Yak Meat
    The following food items are now supported: Mint Cake, Edible Seaweed

    10/14/2014

    Someone suggested that the quest tab display be changed to have two colors.



    Combat data has been added for Lizard Man.

    "Lizardmen are a race previously scheduled to be added to RuneScape. They were mentioned briefly in a Behind the Scenes article on 31 March 2004. They are one of several updates on the list of updates that never got released in the live game."
    - Lizard man - The Old School RuneScape Wiki

    Things which were planned to, added to the client, and were never released catch my interest.

    A while ago I added supporting code for an unreleased food item called "Truffle", but there's no way to get it.

    I will most likely add this as a training monster for donators as I've given it slightly higher hitpoints and lower defence than a rock crab.

    I have re-coded the way combat experience is given.

    It was basically all wrong. Each weapon would give the same type of experience depending on the position of the button clicked.
    Meaning that with most melee weapons the top-left button is accurate which gains attack experience.
    With weapons like spear that button would give you a controlled attack with shared experience.
    This has now been changed.

    10/16/2014

    Recoded attack styles for all weapons (stab,slash,ect). Like yesterday's update for attack styles (accurate,agressive,ect) basically everything was wrong.
    Re-coded accuracy methods to be... well, more accurate.
    Added supporting data and code for the Keris and Shadow Sword.

    10/20/2014

    Added all the RFD kitchen weapons to the Culinaromancer's Chest shop.

    These weapons have identical stats to certain other weapons.
    Below is the name of each weapon, the weapon with matching stats, and shop price.

    Wooden Spoon - Bronze Longsword
    Egg Whisk - Iron Dagger
    Spork - Steel Sword
    Spatula - Black 2h Sword
    Frying Pan - Mithril Warhammer
    Skewer - Adamant Longsword
    Rolling Pin - Rune Mace (including prayer bonus)
    Kitchen Knife - Rune Dagger
    Meat Tenderiser - Rune Warhammer
    Cleaver - Rune Scimitar

    10/21/2014

    Attack styles have been slightly adjusted to be more efficient.
    When switching to a weapon with only three attack styles your current attack style will be changed if you have selected the fourth.
    Attack styles now save and load. The attack style you've chosen will no longer reset when relogging.
    NPC Death handling has been changed.
    Rock Crab death delay has been changed.
    Previously Statius' Warhammer and Barrelchest Anchor would use the mace combat tab instead of the Hammer/Maul tab. This has been fixed.
    Dragon Claws stab attack now uses the correct emote.
    Torag Hammers now use the correct attack emote.
    Made variable for ingame time played. The time played is displayed in quest tab.

    10/23/2014

    Added Emerald Bolts (e) special effect. (Poisons opponent with a starting damage of 5)
    Added support for all throwing darts. Previously only Dragon Darts worked.
    Added/Fixed ranged requirements for the following ranging items:
    - Crossbows
    - Darts
    - Knives
    - Thrownaxes
    - Javelins
    - Arrows
    Been adding and editing shops aswell to make sure there is proper stuff for people to get.

    Added support for javelins.

    10/25/2014

    Added support for Black Crossbow and Black Bolts.
    (Will most likely add to Treasure Trail rewards in the future)

    Kept on fixing equipment requirements. Tons of things were left out from the start.
    Here are a few examples of equipment which has had requirements added or fixed.
    - Leaf-bladed weapons
    - Broad projectiles
    - All claws except dragon
    - All hastas
    - All crossbow bolts
    - All crossbows except rune
    - All bows except magic and yew
    - Most white equipment
    - Battlestaves
    - Mystic staves
    - Proselyte equipment

    In addition I have also done a lot of work neatening/recoding the file that these were handled in.

    Support for hastae (the one handed spears) has been added.

    Because of the recent updates to combat weapon/attack styles and the addition of hastae I have made it so hastae will also do full damage to Corporeal Beast. In addition I have also made it so when using either a spear or hastae the full damage only applies to when you are using the Stab attack style (Slash or Crush will have damage reduced by 50%). This is how it is on real RuneScape so I figured now that I've done the proper updates to make this possible I might aswell do it.

    Rock Crabs gem drops are now noted.
    Rock Crabs now have a rare 100k cash drop.

    Fixed the way starting poison damage is calculated for ranged ammo.
    Before I just used an old an old method for this which wasn't very good. It was detecting thrown weapons(darts, javelin, ect) as melee weapons so the starting poison damage was 6. This has now been fixed and all poison ranged projectiles should use the proper starting poison damage.



    NOVEMBER 2014

    Spoiler for NOVEMBER 2014:


    11/02/2014

    The ability to join the crystal key halves together has been added.
    The ability to use a full crystal key on the crystal chest in taverly has been added.
    Note: The rewards from the chest are based on RuneScape's but have been slightly altered for a RSPS economy.
    - The coin rewards are x100
    - The rune rewards are x10
    - The noted coal and iron ore are x5
    Also if your inventory is full your reward will not be lost, the overflow of items will be placed on the ground beneath you.
    Just like in real RuneScape if you hit the rune platelegs reward you will get a rune plateskirt if you are a female character.

    10/04/2014

    I have added a series of commands which all teleport you to rock crabs
    ::rockcrabs
    ::crabs
    ::train

    I have revised the way prices are handed and implemented on the server. Anyone familiar with standard "spawn4cash" z508 servers will know that theres a big array of item names/prices in the Player class which is then multiplied by 100 to get the final price. In addition in the cfg file for item data there was a piece of data for shop value but this was not even used, instead it would use the low alch value for the shop price when the server was loaded. What I have done is made the array in Player class dump into the item data file as the shop prices and the shop prices will now load as the shop price instead of using the low alch value then deleted the array. The ::item command and shops will now both implement this value when buying items.
    There are some good advantages to this: There is no big ugly array in the middle of your Player class and since the array is gone and I have a GUI which can edit these values and updates them ingame there is no need to compile and update the server when a price needs to be changed.

    All weapon poisons are now supported for poisoning all weapons.
    Darts, javelin, knives, bolts, daggers, spears and hastae.
    This includes bone dagger, keris ect. Also karambwan poisoning for hastae and spear.

    The cleaning cloth has been added.
    It removes poison from your weapons although I don't know why you'd want it to.
    It is made by using Karamjan Rum on a piece of Silk.

    I have been revising shops still. I like to spend time making them look neat.
    Here are some pictures:









    11/04/2014 (2)

    Added the ability to grind Poisoned Karambwan into Karambwan paste for poisoning spears and hastae.
    (Currently no way to obtain the Karambwan though, will be added in the future most likely)

    Was bored so then I decided to code all the other uses for Pestle and Mortar listed on runescape wikia.
    They are as follows:

    Unicorn Horn > Unicorn Horn Dust
    Silver Bar > Silver Dust
    Chocolate Bar > Chocolate Dust
    Kebbit Teeth > Ground Kebbit Teeth
    Gorak Claw > Crushed Gorak Claw
    Birds Nest > Crushed Birds Nest
    Desert Goat Horn > Goat Horn Dust
    Charcoal > Ground Charcoal
    Rune Shards > Rune Dust
    Ashes > Ground Ashes
    Sq'uirk Fruit > Sq'uirk Juice (if player has beer glass)

    11/06/2014

    I remember someone said the switching was alright but it could be better. I made it so if more than one item is equipped in 600 miliseconds that it will only send one refresh item packet instead of one for every item equipped, as in if you click three items it will wait and update all three at once. This is hardly noticeable as far as updating the items actually goes... As in you will hardly notice the delay of the items being refreshed, but less packets being sent means less lag no matter how small. I was able to do an 8 way switch easy as pie and I've always been a horrible brid so lol, that's saying something.

    I also made it so each skill can have a different XP rate. I was thinking it might be better to have combat skills at a higher rate than skilling skills.

    11/07/2014

    Fletching already cut gems into bolt tips has been coded.

    11/08/2014

    Rock Crab teleport has been added to Wise Old Man's teleport options.

    Adding gem bolt tips to bolts has been added.

    For adding bolt tips to bolts and cutting bolt tips out of gems I have made it so if you only have enough supplies to do this once it is done automatically and if you have enough to make more than one set it will pop up the chatbox interface. In the past this is something I had overlooked with other skills and it would pop up the interface if you had only enough supplies to make one of something, but in real RS this is not the case. I am going to start doing this for the other skills too and going through looking for ways to improve them because I coded them a while ago and I think I could have done a better job paying attention to some of the smaller details.

    Edit:

    I have recoded the fletching skill fully and made it so the chatbox interface to make multiples only pops up if you have enough to make more than one set.

    Edit(2):

    More fletching updates!

    Attaching feathers to unfinished bolts has been added.
    Attaching feathers to unfinished darts has been added.
    Attaching feathers to arrow shafts to make headless arrows has been added.
    I didn't forget the Broad and Dragon versions either.

    You can now enchant bolts using the Enchant Crossbow Bolt spell on the modern spellbook.

    The King Black Dragon now drops Dragon arrow tips and dart tips.

    Edit (3):

    Added support for the rest of the enchanted bolt special effects.
    These include:
    - Opal (Lightning - Hits Extra Damage)
    - Jade (Rocks Fall - Hits Extra Damage)
    - Pearl (Waterfall - Hits Extra Damage)
    - Topaz (Hands - Drains Magic)
    - Sapphire (Star - Leeches Prayer)

    11/10/2014

    Crafting has been partially re-coded. Mostly gem cutting and glass heating/blowing.

    Herblore has been re-coded. Previously when I coded Herblore I had it the old way where you could only make one potion at a time for each item on item packet. Now I have made it so the interface for multiples appears when you have the ingredients for more than one potion.

    I have set the combat training exp multiplier to x250 and the prayer multiplier to x125 every other skill remains the default x100 exp rate.

    An uncommon big bones drop has been added to Rock Crabs.
    A rare dragon bones drop has been added to Rock Crabs.

    As it is a x125 prayer exp rate makes it fairly easy to train at 563 xp per regular bone with 43 prayer taking only 89 bones. This will just make it a little bit easier for players to get more prayer exp while they're still a low enough level to desire training at Rock Crabs.

    11/11/2014

    I have added the mage arena mini-quest. It's fairly simple and straightforward like on real RuneScape. You talk to Kolodion, agree to battle, kill all 5 forms, and you're done. Each time you kill one of Kolodion's forms it saves so if you can't finish the battle you will return to where you left off. You can only use magic spells in the arena, ranged and magic attacks are not allowed. After the mini-quest you can claim free god capes and buy god staves from the Chamber Guardian. In addition I have made the battle mages in the arena have frequent blood and death rune drops ect.

    11/18/2014

    Past few days I've been working on a Monkey Madness quest like the real one. It has all the dialogues required for you to complete the quest. Since I already had puzzle boxes working from the Clue Scrolls that part of the quest also works. You can pay 200k to do this, but I made it an option on the reinitialisation panel itself(I think in real RS you went to glough in his house). I just happened to have NPC dumps for Ape Atoll(including the dungeon with skeleton and zombie monkeys), Grand Tree and Ardougne Zoo which are basically the only three locations in the quest which you are required to visit. I didn't bother doing any cutscenes except for the last one which Garkor narrates in the middle of his dialogue and for that I only did the dialogues between Awowogei, Caranock and Waydar. I have just about everything done needed for the player to complete the quest. I have also made the part after the quest is done where you must speak to Daero to get your training in the Royal Guard which gives you 35k/20k experience in Attack, Strength, Hitpoints and Defence. For the quest reward instead of 10k coins and 3 diamonds you get 500k coins and 3 diamonds.

    Here are few of the things I haven't done yet:
    Make anything attackable that wasn't required.
    (everything except Jungle Demon)
    Make NPCs spot the player which will then make you go to jail, unless you're a monkey at the time. Also since this is how you get into jail which in turn is how you actually enter the city of Ape Atoll as a human it will just bring you to jail that way if you run up the path to the city gates. If you are a monkey the Guard Captain Kruk will yell to the other monkeys to open the gates as normal though. So you are still able to enter the city.



    11/19/2014

    More Ape Atoll and Monkey related updates.

    Combat data and Monkey Bones drop has been added for Monkeys
    Combat data and Monkey Bones drop has been added for Monkey Zombies
    Combat data and Monkey Bones drop has been added for Monkey Archers (Small Ninja Monkey)
    Combat data and Monkey Bones drop has been added for Padulah (Medium Ninja Monkey)
    Combat data and Monkey Bones drop has been added for Monkey Guards (The gorillas in the temple, normal and bearded)
    The stairs, ladders and gorilla statues (pray altars) in the temple on Ape Atoll are all working.

    So you can now make all the monkey greegrees from Zooknock except the Blue face gorilla.



    DECEMBER 2014

    Spoiler for DECEMBER 2014:


    12/02/2014

    I have added a Quest Log for the Monkey Madness quest.

    When I coded the quest I just watched a video guide on YouTube since I don't have an 07 account to work with.
    That being said I couldn't see the Quest Log every step of the way, so I have just made my own custom Quest Log.
    Nothing too extraordinary, just basically describes what you've done in the quest so far.

    12/03/2014

    Gnome Gliders have been added.

    I have placed Gnome Captains at the Gnome Gliders all around the map.
    Captain Errdo - Grand Tree (and the two crashed gliders)
    Captain Klemfoodle - Karamja
    Captain Bleemadge - White Wolf Mountain
    Captain Dalbur - Al Karid
    Captain Wimto - Feldtip Hills

    12/06/2014

    All Ladders and Stairs on Ape Atoll are now functional.
    The bridge over the river which you can jump off is now working.

    The following NPCs have had combat data added:

    Gnome
    Gnome child
    Gnome woman
    Gnome guard

    Also got another Monkey Madness related update...

    I made it so when you leave Ardougne Zoo and you're wearing a Monkey Greegree it will be taken off so that players cannot run around as a monkey



    2015

    FEBRUARY 2015

    Spoiler for FEBRUARY 2015:


    2/19/2015

    The log balance on Karamja near the ship yard and the crashed gnome glider ect is now working

    Messing around trying to be creative and make a donator zone...



    As you can see in the picture it's located in the Fisher's Realm (Holy Grail place) and all it is currently is a mining area and a spawn of "Lizard Men" across the river.

    02/21/2015

    Beginning to re-code Agility... it is another one of those things that technically works fine, but it will make it much easier to add/edit things into the system with a good re-coding.



    MARCH 2015

    Spoiler for MARCH 2015:


    03/17/2015

    Have worked a tiny bit on the Agility system... nothing that really noteworthy to put here though (small system changes, no new obstacles/shortcuts/ect.)



    APRIL 2015

    Spoiler for APRIL 2015:


    04/22/2015

    Started Achievements System.

    04/23/2015

    Messing around with agility a bit, if you remember I had begun a recoding of the agility system.
    Working more on Achievements system.

    04/27/2015

    Posted video of Achievements System.



    Spoiler for NOVEMBER 2015:


    11/23/2015

    Converted IP Banning to work with the better punishment system I created a while back, this allows for temporary IP-Bans set at the administrators discretion. Removed the ability for staff members to jail and unjail for the simple fact that it's redundant. As far as punishment severity jailing is the same as banning except with the ability to login and walk around in a confined area. The ingame staff controls and chatbox interfaces have been adjusted to support these updates.

    Made it so you need mirror shield for combat with cockatrices and basilisks. If you engage one in combat without a shield it will inflict constant damage and stat draining. Mirror shields require 20 defence to wear so they will only be assigned as slayer tasks for players with the proper level.

    The doors with the "picklock" and "force" options in construction POH dungeon rooms have been coded to be opened and closed with all options. Only the home owner can use the open option while the other players will have to use their thieving or strength skills to either picklock or force the doors open.

    The door to escape the oubliette cage has been coded with all options. Only the home owner can use the open option while the other players will have to use their thieving or strength skills to either picklock or force the doors open.

    It is now possible for players to engage in PvP combat in POH when in a dungeon and PvP Challenge mode has been activated by the home owner through the lever in the throne room and in a combat room inside the combat ring. The death method has also been updated to place you either outside the ring if in a combat ring or outside the house if death occurs anywhere outside a combat ring. It's also noteworthy to mention I am well aware that even RuneScape had an exploit where in the process of a player dying they could be ejected outside the house so that their items would be lost, I have already added the coding to make that impossible.

    The Boxing, Fencing, and Combat Rings can now be entered and exited.

    All three weapon racks are supported. Boxing gloves, wooden swords, wooden shields, and pugels are now obtainable.

    Upon leaving my house after coding the combat rings I realized I only made it so POH specific items were removed from the inventory and not the player's equipment, this has been fixed. I have also made it so these items may not be stored in a Summoning familiar's inventory making it impossible to smuggle any of these items out of your Player Owned House.

    The "build-in" option is now supported for the Oubliette cage in a Player Owned House. This option is virtually the same as the "build" or "remove" option on any other hotspot except for that it is used for the "floor space" contained within so that you don't have to remove your cage if you should choose to change what's inside.

    Any player in a house can now use the lever in the throne room to trap players, drop players into an oubliette if above one, expel trapped players from house, or teleport players to portal chamber portal locations depending on the type of floor trap you have installed in the throne room.

    The staff commands "teleto", "teletome" and the owner command "alltome" now check for if the player being teleported to is in a player owned house. If so the person who is teleporting will be registered into that house.

    11/24/2015

    Added a drop table for Lizard Men. This custom drop table is a combination of Rock Crabs and Chaos Druids except better making them a good source of gems and herbs. (Lizard Men are donator only at donor zone). The drops themselves are also upgraded with larger amounts on cash drops and noted versions of the grimy herb drops.

    Wise Old Man dialogues have been re-coded. Main changes are added teleports to Rimmington, Party Room, and the Kalphite Lair along with the ability to reset your combat stats. Ofcourse you may not use this while wearing equipment and you may not reset defence while using Lunar Magic since it requires level 40.

    As a custom bonus effect to make Chapels and more specifically Altars more useful in a player owned house I have coded it so that you get extra bonus prayer points when restoring them (like that altar in edgeville how it gives you 2 extra in real rs).
    Oak Altar = 0 Extra
    Teak Altar = 1 Extra
    Cloth Covered Altar = 1 Extra
    Mahogany Altar = 2 Extra
    Limestone Altar = 2 Extra
    Marble Altar = 3 Extra
    Gilded Altar = 4 Extra




    The day Aj repped me, my life changed forever
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    The day Aj repped me, my life changed forever
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    Goodluck bro , i'm really interested of ur project
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    Let's see what Mikee is up to now....

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    Good luck Mikee! Can't wait to see more information and media
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    Relentless is a 508/525 type server.
    Pick one m8, can't be both unless you're supporting them both xd
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    coming soon
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    Quote Originally Posted by Whale Hunter View Post
    Pick one m8, can't be both unless you're supporting them both xd
    Yeah because it's not like there exist any 508 client which load 525 cache or anything...

    OT:

    Updated OP with a few pictures...



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