Thread: Recreating the game that I loved (2011 Recreation Server)

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  1. #111  
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  2. #112  
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    Update 5/23/2019 -

    Farming is complete! It was honestly one of the more enjoyable skills I have made so far.

    The farming tick occurs every 5 minutes, even when logged out. The way I did this was tracking the time that the player logs out.
    This way, when the player logs in, I can then subtract the log out time from the current time, then divide by 300,000. The resulting
    number, unless 0, creates a while loop to process every patch until the number is 0.

    Every 5 minute farming tick:

    If a patch is empty with nothing planted and no weeds it will regrow a weed.

    If the patch is a Fruit Tree, Bush, Calquat or Cactus and it is not the max value of fruit, every farming tick it will
    increase a count by 1. When the counter reaches 4 (20 Minutes have passed) it will regrow one of its fruit/berries.

    If a tree is a stump it will regrow.

    Watered seedlings in your bank and inventory will turn into saplings.

    Most of the patches in the game are working:

    4 Tree Patches: Varrock, Lumbridge, Falador, Taverly, Gnome Stronghold
    4 Herb/Allotment/Flower Patches: Falador, Catherby, Ardy, Canifis
    Trollheim Herb Patch
    5 Fruit Tree Patches: Catherby, Tree Gnome Village, Gnome Stronghold, Brimhaven, Lletya
    4 Bush Patches: Rimmington, Varrock, Ardy, Etecerica
    4 Hop Patches: McGrubor's Wood, Yanille, Lumbridge, Entrana
    3 Spirit Tree Patches - Port Sarim, Brimhaven, Etecerica
    Calquat Patch: Tai Bwo Wannai
    Cactus Patch: Alkarid
    Belladona Patch: Draynor Maynor
    Mushroom Patch: Canifis

    There are some that I left out but when I make the content/quest they are located at I will add them in.

    Every patch has a Leprechaun and all of the Farmers are in the correct location.

    If a patch has a farmer you can pay them to protect your patch from disease. I properly identified all of the payments. Allotment
    patches must be paid for seperately, one payment won't protect both.

    The Leprechaun tool storage interface is working properly. You can store 1 of each tool (Watering Can, Rake, Seed Dibber, Spade, Sec), up
    to 4 Scarecrows, 30 buckets, and 250 Compost and Supercompost.

    You can also use any farming produce on a Leprechaun, in addition to weeds, to note them. If the item used is not a produce or doesn't
    have a noted form it will not work.

    All of the varbit values for growth, harvest (if applicable), diseased, and dead plant stages are properly identified.

    Every time a crop completes a stage, provided it is not in its first stage or protected by the farmer, there is a chance it will
    get diseased and not advance a stage. If it is still diseased the next time it reaches this point, it will die. Only a few chances
    have been released by jagex, which were 17/128 for all fruit trees, 26/128 for all herbs, 8/128 for Magic trees and 12/128 for
    Maple Trees. I made an educated guess for the rest based on this information.

    If a patch is dead then you can clear it with a spade.

    You can cure the patch of disease by using a plant cure on it. If it is a tree or bush you must use secateurs to prune off the dead
    leaves. Alternatively, you can use the Cure Plant spell in the Lunar spellbook.

    The chance of disease can be reduced by treating the patch with Compost or Supercompost. Compost will reduce it by 1/5 while
    Supercompost will reduce it by 1/2. For herbs that have a yield amount such as herbs, Compost will increase the yield by 1 and
    Supercompost will increase it by 2.

    You can treat a patch with supercompost by using the Fertile Soil spell in the Lunar spellbook.

    You can make either of these by using a compost bin, located at each allotment patch. The patch can be filled by using compostable
    items on it. Most yield items are compostable, however few are strong enough to make Supercompost. You can use an item on a farmer
    and they will tell you if the item is used to make Compost or Supercompost. To make Supercompost, the bin must be filled with only
    Supercompost items. If it is not, it will make Compost instead. Using a Compost item on a bin full of Supercompost items only will
    give you a warning message. Once the bin is full of 15 items, it can be closed. After an hour the bin will be openable and then you
    can fill 15 buckets of Compost/Supercompost.

    Each patch is harvestable in some form. Some have a set amount you can pick, such as Cacti, Fruit Trees, Calquat and Bushes. For Limpwurt
    and Belladona, you have a chance of 3 + a random number generated from 10% of your farming level. Other flowers give you one. For Herbs
    Allotments and Hops, there is a life mechanic. According to Mod Ash, for Herbs you start with 3 lives. You gain an additional life if
    the patch was treated with compost and two lives if it was treated with supercompost. Each time you harvest the patch, if you roll at
    or below the chance to save a life, you will not lose a life. When the patch is out of lives the patch becomes empty.

    The formula was calculated on the wiki as:

    chance = ((lifeData.getBaseChance() * (99 - level)) / 98) + ((80 * (level - 1)) / 98);

    The formula for allotments and hops is unknown so I just guessed.

    It is also possible to plant seeds in plant pots and water them.

    You can monitor your patches with the Remote farm spell. This spell is normally unlocked with Livid farm, but I will just make it
    available with dream mentor because FUCK livid farm. It properly displays all of the patch names with the status of the patch.
    If it is diseased it will appear in red and allow you to cure that patch at no cost.

    I also replaced 4 of the patches at the bottom which I will probably never make. In their place I put the status of the Compost Bins.
    This way you can see if they are Full, Empty or still Rotting.

    So that's farming. Took me about 2 weeks to complete which is shorter than I expected honestly. Not all of the stuff is accurate because
    either I felt the way Jagex did it was not optimal or I just didn't know the information and had to guess.

    In the next week or so I am going to try to get Smithing, Mining and Woodcutting done. I only have those 3 skills + Theiving, Agility
    and Hunter left then I will have reached my goal. I am getting sick of skills, but I want to finish them to the most accurate and detailed
    they can be.

    I have been missing adding in new content like quests and bosses, but once I finish all of the skills I have to go back and fix/redo
    content that I made while I was very new to programming/content that I made just before I started my own base back in November.

    Content I need to fix/redo/add to my new base:

    Fishing Contest
    Restless Ghost
    Nature Spirit
    Creature of Fenkenstrain
    Mage Arena
    Grand Tree
    Barcrawl
    Search of the Myreque (Dialogue Only)
    Tormented Demons
    Zaros Godwars Area
    Nex (I want to rewrite her completely)
    Waterbirth Dungeon (Mostly just spawns but I need to figure out Spinolyps so that they can only walk on water)
    Barrows (Mostly just convert some stuff)
    I also need to fix Prayer a little bit

    Content I am looking forward to making in the near future:

    Regecide
    Roving Elves
    Spirit of Summer
    Summer's End
    Glacors
    Fight Cave

    Some Farming Media:



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  3. #113  
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    Supporting this all the way



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  5. #114  
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    Update 6/4/2019-

    After I finished farming I decided to take a break from making skills, as I had done quite a few in a row and needed a change of pace for a bit.

    I decided to go back and fix up / add in some of the older content I originally made in the Matrix source I started out with and put it in this new base I created.

    But also, I decided to host my server from my own IP for a few friends that wanted to try it out a bit. They found some bugs for me and I fixed them.

    • I fixed up the Barrows that I wrote back in November and added it in
    • I redid Gravestones and item protection, as I feel I did it poorly and there were a few bugs with it.
    • I completely redid my ground item system to fit in with my new Gravestone system. It is far better now than what I had originally.
    • I FINALLY figured out the issue with agility obstacles that didn't have clip so you could walk through them. Apparently I forgot to check object of type 22 for clip, so that was the cause...
    • I converted all of the Dialogues from In Search of the Myreque (since I redid the system since I made the quest) and added it into the server.
    • I basically redid Nature Spirit because it was one of the first quests I ever made all the way back last May. All of the variables for the quest were static lmao. At least I didn't have to spend time finding stuff like graphics, dialogues and the quest journal again.
    • I cleaned up my quest system, as it was all methods/variables in the class were unnecessarily abstract and added a few more methods that quests can inherit.
    • I finally decided it was time to learn how to make cutscenes. I had previously skipped doing the In Search of the Myreque cutscene and the Plague City one. It was somewhat difficult at first getting used to how the camera worked. But once I figured it out it felt a bit easier. I am happy how it turned out.
    • I spent two days adding in three things I always wanted: Shift Click Drop, Mouse Wheel Zoom, and holding down space bar to continue dialogue. I already had the space bar click one to continue, but I never had figured out hold down.


    It was fairly difficult to do the client sided stuff since my client is not refactored at all. But while doing it I was able to locate some important stuff that I may use in the future. If anyone is interested in knowing how I did the Shift Click, I am happy to explain it.



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  7. #115  
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  8. #116  
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    Awesome updates. Glad to see your project still going. I’ll be following!
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  9. #117  
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    Recently went back into trying to figure out how to make NPC and Player interaction in combat as authentic as possible. Happy to share that I think I've gotten it pretty close. There are still a few problems with it but I will figure out how to get them fixed.

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  11. #118  
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    Quote Originally Posted by GeneralReposti View Post
    Recently went back into trying to figure out how to make NPC and Player interaction in combat as authentic as possible. Happy to share that I think I've gotten it pretty close. There are still a few problems with it but I will figure out how to get them fixed.

    getting accurate npc combat levels & bonuses should be priority then
    Quote Originally Posted by blakeman8192 View Post
    Keep trying. Quitting is the only true failure.
    Spoiler for skrrrrr:

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  12. #119  
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    Quote Originally Posted by Tyluur View Post
    getting accurate npc combat levels & bonuses should be priority then
    They are. I am using the formulas posted by Bitterkoekje on the RS forums to calculate accuracy for both players and npcs, in addition to max hits for players. I also have the correct stats in for all npcs that I've made so far and if the NPC was made post old school I unfortunately have to make an educated guess on what its stats were.
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  13. #120  
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    Good job on this, continue like that
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