Thread: NBX - Breathing new life in to PvP

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  1. #21  
    Discord Johnyblob22#7757


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    nice
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  2. #22  
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    finally got exp counter to work. really annoying to find the config in the first place, and then i spent a few hours wondering why the counter updated like 20 seconds late when i used a command to send a config. turns out it updates the next time your skill exp values are changed.

    Spoiler for bideo:




    Other back end changes
    • Skills was changed to include a total exp counter. Skills can now set current level only, maximum level only, experience only. This combined with a small rewrite fixed some bugs including leveling up multiple levels in 1 tick not properly applying the correct levels, skill boosts stacking indefinitely, incorrect hp calculations. Skills also was changed to use precomputed values for level thresholds rather than compute it every time.
    • reworked Culineromancer gloves and Metal (fist of guthix) gauntlet stats. Now culi gloves are melee-focused offensive (buffed melee offenses compared to original) while retaining about half of their original defensive stats, metal gauntlets are melee-focused defensive (buffed defenses compared to original) while having some additional offensive stats. There's no sense in 1 item being best in slot for 3 different combat types haha.
    • ItemOnItem now has support for drawing an item from a DropTable instead of having a set result from item combinations. This is useful for if you want to, for example, use a key on a casket to get a random item.


    20 minute later edit: also fixed all item slots and 2handed-ness
    KT/JAVA - NBX 637 - HERE!
    KT - Drop table 4: Flexible, Powerful - HERE!
    KT - Command: Simplify writing commands - HERE
    KT - NbUtil: Make your kotlin easier - HERE
    KT - Hopping Islands: From Java to Kotlin - P1 - P2 - P3 - P4 - P5
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  3. #23  
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    feedback is appreciated

    As a note, I think changes that change how you think about the game, like this change and other changes I am doing such as item stat changes and other cool things soon to be revealed, are the future of pvp servers. Otherwise almost every pvp server is the same thing with different home locations and a different interface here and there. Every pvp server has "perfect combat", "perfect switching" etc, so what makes them unique? It's easier to get this item than another? It's got a cool fancy mystery box interface? Think on that.

    More back end changes related to skills

    when i refer to a base level, i am meaning the second number of your skill. if my attack is 81/94, my base attack is 94 and my current attack is 81.

    Fixed stat depletion potions and foods
    • I never really tried using them previously because I just kinda assumed they worked, but it was just like a stat boost in that it never went BELOW (maxSkillValue - skillDecayAmount) making things like Saradomin brews absolutely busted.
    • Now skills properly decay to 0 when using these items.
    • As stated in my last update post, the boosts would also stack indefinitely but I rewrote Skills so that they don't go over their maximum boost for a given potion.


    Stat restoration timers
    • The skill decay\regeneration timer is now base 1 minute 15 seconds rather than 1 minute (125 ticks)
    • Timers are on a 100x granularity scale (12.5k per timer, 100 per decrement) to allow for timer modifiers (such as the berserk prayer) to work more precisely.
    • When a timer ticks below 0, the next time the timer is reset, it will be reset to MAX + timer_underflow. example: 50 timer ticks down to -50, max is 12500 so next time it resets it is reset to (12500 + -50) -> 12450. This evens out oddly valued ticks like HP regen\decay tick. Base HP regen tick with no modifiers ticks from 12500 to -500, and then from 12000 to 0, 12500 to -500 etc etc. 12 tick 13 tick cadence so 12.5 ticks per hp regen basically.
    • Health decay (when over base) and regeneration (when under base) is 10x quicker because health is on a 10x scale.
    • Each skill has its own unique timer.
    • These timers no longer reset upon relogging (the previous universal one did).
    • When the skills current value is equal to is maximum, it will not attempt to regenerate\decay and waste cpu resources. If all current values are equal to base, it will not attempt to tick at all. These flags are also saved between sessions.
    • Boosting a skill above Base will reset it's decay timer, while a stat that decays under Base will not have its decay timer reset if the previous value was also below Base.
    • Any stat duration modifier applies to the base skill depletion per tick rather than the overall timer, this is to combat using the modifiers when potting up and then turning it off (which some servers do beleive it or not haha, really kills game integrity imo).



    other changes
    • Kotlinized container. Will release sooner or later when I get around to cleaning it up
    • Added the foundation of support for combo food (combo food didnt work, only food + pot). Will be changing which foods are combo foods
    • Separated main drop table (currently only melee gear and accessories) in to multiple smaller drop tables (Melee armor, melee weapons, Accessories (ring, neck, back))
      • You will be able to pick which drop tables you can and cant get from pvp drops, up to a limit of course.
    • Added the foundation for a pvp blacklist. Don't like the brainlet who is ragging you? Blacklist him (soon)!
    • Implemented 3 new rings, Eye of the (Ranger, Warrior, Mage). Each one is a specialized version of Ring of Recoil whose stats benefit the respective combat style and whose recoil damage is the respective damage type. Recoils 20% of damage taken, but because they are a damage type they can of course be protected against with protection prayers.
    KT/JAVA - NBX 637 - HERE!
    KT - Drop table 4: Flexible, Powerful - HERE!
    KT - Command: Simplify writing commands - HERE
    KT - NbUtil: Make your kotlin easier - HERE
    KT - Hopping Islands: From Java to Kotlin - P1 - P2 - P3 - P4 - P5
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  4. #24  
    Discord Johnyblob22#7757


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    loving this!
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  6. #25  
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    Good stuff, although recommend adding images every update post
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  7. #26  
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    Quote Originally Posted by Johnyblob22 View Post
    loving this!
    I'm loving that you're loving this! Don't want to disappoint senpai!

    Quote Originally Posted by Quacked View Post
    Good stuff, although recommend adding images every update post
    As much as I'd love to, I'm not sure what to show when it's only back end stuff like fixing a networking problem or fixing a login bug etc. With these kinds of updates, I also release something to the snippets section if applicable, like a new Item class or soon to be Container class. Updates like additions to an area or a new NPC and their shop\dialogue or a new item and its stats I definitely do add media to, but for example when I changed glove stats and ring\neck stats, I just linked the changes in an MD on github because I think it's more supplemental to get all of your info from that rather than taking a look at 1 image and assuming the rest. There will definitely be more media soon, though edgeville is shaping up nicely except for some weird RSCEdit bugs

    On that note, I've updated:
    • Changed all culineromancer gloves names to "Gloves (First 2 letters of the material name)"
    • Added Barrows Gauntlets to be the counterpart to Barrows Gloves
    • Noted void items are notable, but only a special note certified by the Void Knights themselves to prevent counterfeit void equipment notes!
    • Noted metal gloves as well
    • Added stats and requirements to void equipment and dungeoneering equipment (OwO)
    • Can't equip Barrows Gauntlets yet, the itemdef editor that came with is severely fucked and won't allow you to change some fields. I could hardcode it, but come on... That's not how we do things around here! Right guys..?
      • Gonna have to write a new one, but that shouldnt be too hard because I've been working on my python tool (and python server ). I just have to modify it a bit to read bytes rather than json and itll be rip roarin ready to go.
    • EQUIP IDS JESUS FUCK it was handled terribly. Finally figured out how it was handled client side, now I'm able to add equippable items without fucking up anything (assuming i do it right).


    Spoiler for pic:

    Attached image
    Attached image
    KT/JAVA - NBX 637 - HERE!
    KT - Drop table 4: Flexible, Powerful - HERE!
    KT - Command: Simplify writing commands - HERE
    KT - NbUtil: Make your kotlin easier - HERE
    KT - Hopping Islands: From Java to Kotlin - P1 - P2 - P3 - P4 - P5
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  9. #27  
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    Minor changes
    • You can now set your own command prefix (most common is :. :: and ;; will work always.
    • Added heal values and stat boosts for most known edibles (not potions) and their effects (link here https://pastebin.com/WjKW2icQ). Whole number indicates flat increase, number with a decimal indicates a percentage of base.
    • Added "blank" hitsplats. Literally blank, looks dumb but im SURE theres a use for it.
    • Added an extended "shield" hitsplat an an extended heal hitsplat
    • Barrows gauntlets are now wieldable OwO


    Changes to itemdefs
    • Optimized itemdefs to use ~33% less memory while retaining all relevant data
      • This lead to ~40% increased loading speeds both in editor and in server loading
      • Removed data from null items. This is done by putting a 0-byte (string terminator in runetek4 and up i believe) after the item id (where the item name is supposed to be). If item name is null return and go to next item.
      • Removed all bonuses full of 0s, all requirements full of level 1 requirements
      • Removed all values that can be calculated from another (low alch and store price can be calculated from high alch)
      • Removed all equip ids and replaced with an is_equippable bit
      • Replaced other is_X and has_X flags with bits. Conveniently 8 of them (has_weight, is_stackable, is_tradable, is_noted, is_equippable, has_high_alch, has_reqs, has_bonuses), so I can fit them all in to a byte per def rather than 8 per def. the has_X flags are for any extra data that can be read. if they are false, the data isnt written or read, saving space
    • Changed itemdef format to make a bit more sense with less nonsense data
    • itemdefs changed from regular class to data class (both in python and server side, kotlinized itemdefs and kotlin has data class)


    New overhead sprites will show important status of a player. Very important to note that scammers aren't banned, but are given special overheads (accounts from the same ip are also flagged internally and players interacting with them will be warned, but the scammer themselves arent notified of this flagging) to very visibly warn people that they are a scammer.
    These overheads will override the skull overhead spot (skull status wont be changed) while in areas where the overhead is relevant. None of these areas will overlap with wilderness
    Spoiler for new overheads:

    spookyface - actually nothing yet lol
    Attached image

    dice bag (gamble zone) - community verified dicer. has lots of vouches, logs are analyzed to help determine whether or not vouches were bought or were legitimate.
    Attached image

    flower bunch (gamble zone) - community verified flower-er. same thing as dice bag but with flower
    Attached image

    duel-scammer (duel arena) - community verified duel scammer. receiving a scammer overhead requires multiple reports with video proof to be filed against this player.
    Attached image

    dice-scammer (gamble zone) - community verified dice scammer.
    Attached image

    flower-scammer (gamble zone) - community verified flower scammer.
    Attached image

    dual-gamble-scammer - community verified dice AND flower scammer.
    Attached image

    information overhead - will be used for npcs with information (once i figure out how to do npc overheads), as well as players with a community-verified helper rank (havent decided a name)
    Attached image


    New chat icons.
    New crown\donator colors
    2 different styles for crowns and Donator $s. Flat style and Shiny style. Players with these icons can toggle which style with the ';;togglestyle' command
    Gemstone icons for high donator ranks.
    2 different icons for community-verified helpers.
    1 icon for a negatively-flagged player (only active in the respective negatively-flagged area)
    Spoiler for new chaticons:

    Attached image
    KT/JAVA - NBX 637 - HERE!
    KT - Drop table 4: Flexible, Powerful - HERE!
    KT - Command: Simplify writing commands - HERE
    KT - NbUtil: Make your kotlin easier - HERE
    KT - Hopping Islands: From Java to Kotlin - P1 - P2 - P3 - P4 - P5
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  10. #28  
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    Not much to show show in this update, but heres what ive got:
    • Reduced server cpu usage and network usage by not updating things when unnecessary
      • Area related player right-click options and overlay interfaces (wilderness level indicator as example) are now updated only when you move in to a zone that requires it rather than every tick.
      • A player's appearance is now updated only when an appearance change happens (example is ring and ammo dont trigger appearance changes, other equipment does, animation triggers appearance update) rather than once every tick
      • Being worked on: Player movement packet only sent to players when a player in the surrounding regions has an update available (movement, appearance)
    • Got force movement working properly so animations while moving doesnt look mental: https://gyazo.com/44ef2a607641911c36b3ca2280ce4419
    • Skills package is now more intuitive server sided, multiple benefits
      • Uses precomputed values for checking against level thresholds rather than computing the required exp every time its needed
      • EXP values, current skill values and base skill values are now stored in separate arrays rather than altogether.
      • Now auto corrects any set skill values (will autocorrect setting hp to 1 to setting hp to 10, setting attack to 100 to attack to 99, dung to 121 to dung to 120 etc)
      • Skill decay\regen timer ticker now much more simple while doing the same thing
      • Skill decay\regen timer when ticked will now only refresh the ticked skill rather than ticking HP and all skills
      • Added functions to increase\decrease current skill level to a maximum\minimum, no longer have to do it manually.
    KT/JAVA - NBX 637 - HERE!
    KT - Drop table 4: Flexible, Powerful - HERE!
    KT - Command: Simplify writing commands - HERE
    KT - NbUtil: Make your kotlin easier - HERE
    KT - Hopping Islands: From Java to Kotlin - P1 - P2 - P3 - P4 - P5
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  11. #29  
    Discord Johnyblob22#7757


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    good styuff
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  13. #30  
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    The duel/dice scammer headicons are a good idea, but in crowded areas I would assume wouldn't be useful at all, a better way to go about that would probably just be a flagged string in the trade/duel interfaces in red text or something to let people know
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