Nothing content wise to talk about. But I spent the last day making a tool to easily enter in NPC stats, combat definitions and examines all in one easily readable place.
Since I was storing it all in 3 different places, I was getting sick of having to enter everything in. It was also getting confusing with all the different things I have added, as I have 24 different combat definition values, 19 stats, and the examine. Not to mention the errors because of typos wasting more time.
So I decided to make a GUI tool I could use to do this in a neat and quick fashion. I can easily enter in the data and not have to worry about remembering what Slayer task ID something is, which value I'm entering, and I avoid any typos.
I even made it so that when I submit the data if a random access file that the server loads the data from exists it will delete that file, so now I don't even have to go into the folder to delete it.
Basically all it does is go into the respective file that holds the data it's trying to enter and loops through all the lines of text. If the first string in the line is the NPC Id that was submitted, it replaces that line.
The drop down lists allow me to select the NPC's Slayer task ID by name, even though it will write the index number. But this is really nice since I no longer have to look up what the Slayer Task Id is in the code. For some reason though, OBS didn't record the drop down menu of the combo box.
I am new to java swing/window builder but I tried to make it somewhat neat. Sometime I will figure out how to make it nightmode cause white is blinding.
I have started working on Revs, I should finish them pretty quickly, but I won't be making Regicide and Roving Elves for a bit since I like taking breaks from making quests after doing 3 in a row.
While wearing Ava's Attractor, there is a 60% chance the ammunition will be recovered, 20% it will be destroyed, and 20% to be added to the ground.
While wearing Ava's Accumulator, there is a 72% chance the ammunition will be recovered, 20% it will be destroyed, and 8% to be added to the ground.
While wearing Ava's Alerter, there is an 80% chance the ammunition will be recovered, 20% it will be destroyed, and it will never be added to the ground.
are these the real RS percentages?
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I've finished the place that I spent probably 70% of my time in 2011-2012. Revs.
While I had attempted to make them months ago, I did a very poor job at it. I am sure I will look back and say the same about the job I did this time though.
The good thing about all the stuff I have done previously is, while I might not have been experienced with programming as I am currently, I still tried my best to make it as accurate as possible and find all the sounds/gfx/animation.
Every Revenant has the correct sounds and animations. As for the correct combat information, I would like to say it is mostly accurate. Using the wayback machine I found the max hits and hitpoint levels, although I am not sure that the 2011 runescape wiki is as accurate as iti is today. But that's the best I can get. As for their combat stats, I used the ones from the Oldschool versions. I am not sure is Rot Jed cared to make them the same stats, but it's better than nothing I guess. Unfortunately Oldschool doesn't have the Revenant Werewolf, Vampire, Icefiend or different leveled Goblins, so I had to base those stats off of the other revs.
I also found all of the respawn animations for the revenants, which seems to be something jagex started adding around this time. I was unable to find the dragon's respawn and magic/ranged animations (if it even has those), but I will probably look another time.
As for their combat script, they all share the same one and I used an enum to get the information for each Revenant, cause I love enums. They all follow the same rules though. If you are praying magic they will attack with ranged and if you stop praying magic or switch to range prayer they will switch back to magic. Unfortunately it's been so long and they have changed too much in Rs3 that I didn't remember everything exactly. But I found a few videos of people killing Revs (One with sound). In every instance, I never saw the Revs melee. They have melee animations, but I think that was from when they used to roam. I found one video where two f2p players were killing the rev Dark Beast without access to the brace effect, and it only ever used magic and ranged. Same with the video of a guy killing the Revenant Dragon, it also did not melee him.
From the Rev Dragon video I was able to learn how their healing works. It seems they can heal on attack, and if they do it counts as their attack and they get their combat delay. It also seems they can heal on hit, because in the video the guy had a war tortoise it and was causing the Rev to heal. I limited their heals each life to 15. I am also not sure how often they can cure poison but i just made it once per life.
One nice thing is that on the RS3 forum, a jmod explained how the drop table works for Revs. It might have been changed from pre-eoc but I don't think it was. However this is pretty awesome because for once I can have an accurate drop table for something in pre-eoc (since I really can only have accurate information for stuff in OSRS since there is so much more information). While testing I have gotten 4 drops: VLS, Corrupt Stat plate, Morrigan's axes, and saradomin carving.
I added Mandrith and his brother Nastroth with their complete dialogues. Their main purpose however was to trade in the Artifacts that you get from Revs, so they were pretty important to add.
I also made the Forinthrinity Bracelets functional, which means using the repel option makes all Revs unaggressive for one hour and any revenants currently attacking you that haven't been attacked by you will stop attacking too.
It also makes it so that you won't take any damage from Revenants for one minute. I am not sure if this is accurate but i made it so that the Dragon cannot poison you while you have immunity.
The timers do not go down when you're outside of the dungeon.
As for the rest of the dungeon, I added the spawns as accurately as possible. The dungeon itself didn't change in regards to the positions of the NPCs, it just was updated visually. The ankou were replaced by Dark Beasts sometime in RS3, so I just used their spawns to figure out the Ankou because I would assume they probably replaced the NPC Id when making the change.
In other news:
I added in the Divine and Elysian effects.
I added all of the player hit sounds. All the sounds are accurate for shields and platebodys/leather bodies. I know a lot of people play the game muted, but for me personally I like to have the sounds on because it makes the game feel a bit more lively. The only sounds I cannot verify are accurate are the ones for Torva, Vesta and Statius. I could not find any videos of people using them with sound, so I just guessed and gave them the same sound as Bandos. Also Pernix I gave the same sound as other ranged armor.
Anyway, thanks for reading. I think my next projects will be as follows: Corp Beast, Weight/Run Energy System (including resting and musicians). The after that Regicide, Roving Elves and another short undecided quest. I will need to figure out how to write a program to read the wiki api to get the weights for all items and also while I am at it if they are tradeable. It doesn't appear that Jagex kept this information on the cache.
Nothing content wise to talk about. But I spent the last day making a tool to easily enter in NPC stats, combat definitions and examines all in one easily readable place.
Since I was storing it all in 3 different places, I was getting sick of having to enter everything in. It was also getting confusing with all the different things I have added, as I have 24 different combat definition values, 19 stats, and the examine. Not to mention the errors because of typos wasting more time.
So I decided to make a GUI tool I could use to do this in a neat and quick fashion. I can easily enter in the data and not have to worry about remembering what Slayer task ID something is, which value I'm entering, and I avoid any typos.
I even made it so that when I submit the data if a random access file that the server loads the data from exists it will delete that file, so now I don't even have to go into the folder to delete it.
Basically all it does is go into the respective file that holds the data it's trying to enter and loops through all the lines of text. If the first string in the line is the NPC Id that was submitted, it replaces that line.
The drop down lists allow me to select the NPC's Slayer task ID by name, even though it will write the index number. But this is really nice since I no longer have to look up what the Slayer Task Id is in the code. For some reason though, OBS didn't record the drop down menu of the combo box.
I am new to java swing/window builder but I tried to make it somewhat neat. Sometime I will figure out how to make it nightmode cause white is blinding.
I have started working on Revs, I should finish them pretty quickly, but I won't be making Regicide and Roving Elves for a bit since I like taking breaks from making quests after doing 3 in a row.
Use the dracula look and feel for a dark mode effect. [Only registered and activated users can see links. ]
Originally Posted by GeneralReposti
Update 1/21/2019:
Hi sorry it's been a while. After I finished up the GodWars tweaks I decided to make some quests.
As I said before I want to recreate all of the important quests. I decided I was going to recreate was the Plague series. I plan to recreate to the point where you unlock Dark Beasts at the start of Mourning's End Part II. Fuck creating that quest or anything beyond it.
So I started out with creating Plague City. This quest was very simple, just a lot of dialogue. As I have stated before I like recreating everything 100% so I try to add all the dialogue, even options not related directly to the quest.
Overall I didn't really learn anything new from this quest, but I at least was able to put some of what I had learned into practice. Such as NPC Updating, so that if the player has gotten to a certain stage in the quest, the client will not display the NPC for that player. An example would be Edmond will not appear in his garden and only in the sewer/ Elena won't appear in her house until you have freed her.
Unfortunately I haven't decided to try and make a cut scene system yet, so I skipped the cut scene in this quest. However, I do plan to go back and make all of the cut scenes that I have skipped.
Next up I recreated Biohazard. This quest doesn't have anything too advanced in it, but I am happy with how it turned out. I thought it was interesting how the birds that you release on the tower are graphics that you send as projectiles. It was quite annoying that Jagex didn't make the rope ladder that Omart throws over the wall so you can cross a Client Varbit. I guess it was I really early quest so they didn't have this, although the mud pile in plague city is one, so maybe that was updated later.
I didn't spawn any of the West Ardy NPCs besides the necessary ones for the quest. I probably will later on, but for now I don't see a reason to waste the time.
I encountered a bug while creating this quest, but it was actually on Oldschool itself. When you enter the East Varrock gate, there is an issue with the guard. He is supposed to confiscate your vials of Ethenea, Liquid Honey, and Broline. He does, but only the first one in your inventory. If you have multiple copies, you will be allowed to bring them in. This doesn't affect the quest too much though, since you need to talk to the chemist to get touch paper anyway and he will only talk to you if you have the plague sample in your inventory. I made sure not to replicate this bug.
I also attempted to combine the Hops, Chancy and Da Vinci dialogues into one unlike jagex. With the use of ternarys, I was able to do it neatly. Overall I am happy with how this quest turned out. I will need to make it so that the Plague vial disintegrates when teleporting when I make the Magic skill.
Then I decided I was going to do it. Make the biggest quest I've probably ever made. Underground Pass. I know many people hate this quest, but I find it very nostalgic and the game isn't the same without it.
This quest took me a week to make. It has so many object, npc and item interactions. But I feel it turned out well.
For the rocks that you jump over, I made one method to handle them all based on the direction the player moves to.
I used an enum to handle the creation of all fire arrows.
Shooting the bridge rope took some time to create, I had to figure out how to make the route finder take you to the position to shoot the arrows at the rope, in addition to the timings of despawning the objects.
I was surprised to find that they had changed the rope swing. I never did this quest in Pre-Eoc because I completed it back in 2004-2005. Not really a fan of the change, but it wasn't too hard to make.
Next comes the grid. This was tricky because I am terrible at math and have never done anything like this before. What I ended up doing was using an enum that had every 4 by 4 square in it, with the ones it was touching and its coordinates
This way I was able to randomly generate a set path and ensure it was going to be connected. Then I just checked the player's position with the coordinates from the enum, and if the player hadn't rolled that square on the grid then they would fall.
I made the portullis open and close. It was an object animation that was really fun to find.
Same with the log trap object and traps, I hate finding object animations.
The Unicorn room was annoying to make. Since this is a very very old quest (2003) they didn't have the ability to make it appear differently with a varbit I guess, so they made two separate rooms. This makes it annoying because you have to make the obstacle pipe take you to the new room after you've gotten to that stage.
I made a method to handle every single infamous object that you jump on the platform. I made the fail rate 10 in your agility level. if (getRandom(agilitylevel) <= 9). This might be too common though.
The witch's cat was another interesting one. In Oldschool it seemed to just despawn the NPC and respawn it after a few seconds when you pick it up. With my knowledge of how to do NPC updating, I made it so that if you have the cat in your inventory or return the cat to the witch, it will not appear on the platform. I also spawned a different cat in the witch's house and made it appear once you return it.
Iban was interesting to make. Every tick for 8 ticks he sends out 5 tendrils that randomly spawn in a tile in the room. I couldn't figure out exactly how jagex was determining it. But I made them pick a tile for the 5 tendrils for that game tick to spawn in proximity to. If you are in the same tile, you are knocked back to the entrance and hit for 60-100 damage (6-10).
However, once again with my knowledge of NPC updating it improved on the RS/OSRS version. When you kill Iban in the actual game, he will briefly disappear and you can still see his tendrils. When you return to the area after the quest/ during Regicide, you can see him before you enter and go to the other room after the quest. I made it so that he isn't rendered in the client and his tendrils are not shown by saying that if the source of the graphics and iban and the player has completed the quest, don't show them for that player.
Lastly there was 1 issue I encountered that I need to fix. The two obstacles in the rat pits area of the pass are ignored by the path finding and the player runs through them. This happens with other agility objects such as log balance, so I need to fix it. I was told it is probably an issue with the object definitions.
Overall, I am very proud of this quest. But after spending two weeks making these quests I am going to take a break from making them for a few weeks.
I know the pass video is long. If you're interested just speed it up to 2x or watch the last part of the quest.
Sorry for not posting for a bit but I thought I would just wait till I had these quests done.
Thanks for reading.
Quests are looking good, gj. Care to show your questing design?
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