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This is gonna be the first RedRune .
----- Development Diary -------
6/26/17
Code:+ Added prayer bonus calculation to all combat calculators + Added weight per item and weight calculation for energy draining while running. + Added player resting via orbs - As well as the getting up animation + Added item weights to the stats popup in the equipment menu + Added protection prayer effects and deflection prayer effects - Different graphics for magic/ranged/melee
6/27/17
Code:+ Added entity freezing - Checks for frozen status in walking/following/node interaction [nodes mean objects/floor items/players/npcs] + Added spellbook swapping + Added a command to find items by their name [also by their options if you want] - ::itemn armadyl drop -> this will find all items that have 'armadyl' in their name - and that have 'drop' in their inventory options - Mainly used for admins+, but in beta testing this will be good for beta testers. + Added the destroy item interface [when you attempt to drop an item that's untradeable/destroyable/lended] + Added item definition checking for lended items [as well as changing their last definition server sided to 'discard' [not 'drop' like their regular parts] + Added interface closing event to inventory item slot swapping + Added more information to the ::commands interface, like what you should add after the command - Mainly for mod+ commands + Added all prayer drains and saps - With stat adjustment calculation in the tab according to the runescape data - Projectiles are accurately calculated as well. - Drain amount is used to calculate your attack bonuses too, so if its negative you'll have less accuracy, etc. - Added a restoration formula for the drain modifiers - Every 15 seconds, they will restore by 1% to their original 0 value. + Added ava's accumulator effect + Fixed a scheduled task bug that wouldn't allow tasks that had a delay > 1 to happen - Also removed 'immediate' task types -> these are never needed + Fixed auto retaliate - it now retaliates a tick after the hit lands, not combat starts ticking. + Added magic shortbow & magic longbow special attack with perfect projectiles & accuracy + Added ammo stacking on the floor instead of new floor items being created each time an arrow is shot
dear devs i think u have a bug, ur attacking ppl outside of the wild
OT: You're doing good lad, keep up the good work.
6/29/17
Code:+ Added ice barrage - Freezes for 30 ticks - Unfreezeable for 6 ticks after your freeze is over - Accurate gfx for freezing and when your target is already frozen - Autocasting working + Added ice blitz [with the obvious implications] - Including the projectile + Added proper calculation of magic spells with delays [stacking works perfectly if ur rushing from tiles away] + Improved leeches significantly - Previously the leeches were applied when the hit landed, this isn't how it was in runescape [had to watch some videos] - I made them applied when the combat is ticked, and now the leech will overlap your combat animation [credits affliction for info] - Changed chat messages for leeches, they only send one message if you're maxed instead of flooding your chatbox with info. - Reduced leech amount from 5% to 1% per successful leech [saps too] + Added soulsplit - Correct timing for hit landing - Correct projectile - Correct graphics - Fixed soulsplit projectiles to land on time - Made it sent regardless of whether your hit lands or not. + Added prayer boosts into melee max hit calculation + Updated melee accuracy & defense combat calculations [with precision based on real runescape formulas (this info was calculated publicly)] + Updated range accuracy & defense combat calculations [with precision based on real runescape formulas (this info was calculated publicly)] - Even the combat style you're on has a small bonus on your defense calculation like on RS - Accuracy also takes into account your attack level boost from the base attack level requirement of the weapon you're wielding + Confirmed max hit calculations for all melee, range, and magic using accurate runescape calculations - Information if you're interested in javascript: https://pastebin.com/7LcSpvu4 + Added special attack accuracy multiplier for several different weapon types, basing information from runescape's. + Added potions [only base potions at the moment] - Noted that in 2011 there was no combat delay after sipping a potion... however combat did stop. + Updated dharok max hit calculation to be accurate to runescape's - At exactly 1 lifepoint u can max a 1008 on a player[with the best combat bonuses with dharoks, turmoil, and super pots] + Updated 'roll' algorithm to be more realistic [we don't want to be able to hit 0-0 on mystics too often, etc....] + Made autocast spells reset when u equip a weapon + Stopped duplicate texts from being sent [so ur not spammed w/ 'mysterious force stops u....']
Your brew should go over 99 hitpoints when you drink it, same for things like rocktails.
6/30/17
Sorry for the late post.
Code:+ Fixed region bug [some secondary ones would never load] + Added dynamic support for 4 graphics at the same time [4 different masks] [for npcs too] + Fixed floor items [gif shown sped up a lot] + Updated projectiles for leeches a bit [slow don + angled like on rs] + Updated projectile for soulsplit a bit [slow down + angled like on rs] + Added floor item examine packet + Added floor item examining event + Added floor item usage packet + Added floor item usage event - I.e. lighting logs that are already lit + Stopped inventory items from being swapped when player is item interact locked [hopping ditch/burying bones]
Looking good so far man Keep up the good work!
7/9/17
Code:+ Added general game bar toggling + saving + Identified client packet for private game bar changing + Identified client packet for public/trade game bar changing + Added private/public/trade game bar changing + saving + Added hitpoint modification + Added hitpoint refresh config + Added death events for players + Added saradomin brew + guthix flask health modifications + Added correct items on death calculation based on item values. + Added new special attacks - Bandos godsword [The Bandos godsword's special attack, "Warstrike", has doubled accuracy, inflicts 21% more damage and drains the opponent's combat stats equivalent to the damage hit in the following order: Defence, Strength, Attack, Prayer, Magic, Ranged. For example, if the special attack inflicts 50 damage on a foe with 30 in all combat stats, it would drain 30 Defence and 20 Strength levels (leaving the target with 0 Defence and 10 Strength).] - Zamorak godsword [The Zamorak godsword has a special attack, Ice Cleave, which freezes the target in place for 20 seconds; the same duration as Ice Barrage. Additionally, the special doubles the user's accuracy and increases the user's max hit by 10%. It uses 50% of the special attack bar. The sword's special attack must produce a successful hit in order to have the freezing effect.] - Saradomin godsword [When used, the player's max hit is increased by 10%, accuracy is doubled, and half of the damage dealt (rounded down) by the sword is restored to the player's hitpoints, and 1/4 of the damage is restored to the player's Prayer. This drains 50% of the special attack bar.] - Saradomin sword [Its special attack adds up to 16 extra Magic-based damage to the standard melee attack. If the melee attack misses, then the magic attack will not activate. However, the melee-based can still hit a 0 with the magic-based still activating (similar to Guthan's healing a 0 hit). Players receive 2 Magic experience for each point of damage caused by the magical hit. This special attack consumes the user's entire special attack bar.] - Also updated the speed to match whip's speed - Dragon claw special [These claws feature a special attack, Slice and Dice, which drains 50% of the special attack bar and hits an enemy four times in succession, which is popularly used by PKers as a finisher.] - Vesta's longsword special - Korasi's sword special - Dark bow special + Updated range max hit formula [max of 480 with dark bow and elite void]
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