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

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  1. #81  
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    Looks great so far, not much being worked on in this era so i think you could do really well if you stick with this.

    Good luck
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  2. #82  
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    Update 2/6/2019:

    Corp is finished! Another one of my favorite bosses.

    As with all the stuff that I have made, I try to recreate it as close as I possibly can.

    So the Corp has 5 different attacks he uses in combat + his stomp.

    I made it an equal change to roll between a melee attack and a magic attack. Once he determines the style, he rolls between AOE Magic, Spiky Ball Magic and Drain Magic or between his Melee swipe and Melee Crush.

    If you walk under him, after 2 ticks he will stomp you, hitting between 450-510 damage. In the video you may notice he stomps a bit too fast, I have since made it slower.

    All non-spear/hally melee damage is halved on the Corp and Ruby e special is capped at 1000.

    If no one is in the room for 3 game ticks he will heal to full hitpoints. I considered making his stats restore to full as well, but decided it was fine. Because unlike OSRS, you have to run about a minute to get back to the Corp room, and there are no spec pools.

    If a player hits 320 damage or more, there is a 1/8 chance for the Core to spawn. If the core hasn't spawned by the time the Corp hits 10000 hitpoints, a 15 second timer starts. If there is no core present when it hits 0 one will be spawned. Every time a core is killed sub 10000 hp, it will increase the timer by 15 seconds and start counting down to spawn another core. Not sure if this is totally accurate but after some testing it was what I observed in OSRS.

    The core attempts to find a target based on the chunks of the map. It then tries to drain its target for 50 to 100 health every 2 game ticks to heal the Corp. If it cannot it will fly to the tile its target is standing in. While flying it will not drain any player it flies by.

    If you get the Emerald Bolt (e) effect to proc on the core, it will stun the core and slow its attack speed from 2 ticks to 33 ticks (20 Seconds). As long as it is able to drain a player, it will remain stunned; however if it has to fly to its target, it will become unstunned and cannot be stunned again.

    The core will not follow the player outside of the room. If there are no players in the room, it will remain there.

    I was also able to make an accurate drop table for Corp, since the rates were released by Jagex.


    Code:
    	@Override
    	public void drop(NPC npc, Player killer) {
    
    		int roll = Misc.getRandom(511);
    
    		getDrop(npc, killer, roll);
    		rollCharms(npc, killer, 0, 39, 40, 59, 60, 70, 71, 91, 13);
    
    	}
    
    	private void getDrop(NPC npc, Player killer, int roll) {
    
    		if (roll == 0) {
    
    			int sigilRoll = Misc.getRandom(7);
    
    			switch (sigilRoll) {
    
    			case 0:
    				dropItemMessage(npc, killer, 13748, 1, false, World.getCorpPlayers());
    				break;
    
    			case 1:
    				dropItemMessage(npc, killer, 13750, 1, false, World.getCorpPlayers());
    				break;
    
    			case 2:
    			case 3:
    			case 4:
    				dropItemMessage(npc, killer, 13752, 1, false, World.getCorpPlayers());
    				break;
    
    			case 5:
    			case 6:
    			case 7:
    				dropItemMessage(npc, killer, 13746, 1, false, World.getCorpPlayers());
    				break;
    
    			}
    			return;
    		}
    That is the way the sigils are rolled. I also have the proper rates for everything else.

    If you die in the Corp room you do not get a gravestone.



    Lastly, I made it so you can create Blessed Spiritshields with 85 prayer. If you don't have that you can pay Brother Jered to do it for 1M coins.

    You can also attach a sigil to the shield with 85 smithing and 90 prayer. I know you pay Abbot Langley to do this in OSRS, but I decided not to put this into my sever.




    In other news:

    I made it so that your prayer level and hitpoints level on the skills tab drain accordingly when you lose HP or Prayer. It's a small thing but I had been meaning to add this for a while.

    I fixed a few bugs I have found with gravestones and prayer:

    Fixed a typo in a conditional statement that was causing the grave timer to appear if someone blesses your grave while you are still selecting the items to keep.

    A variable was static by mistake so it wasn't allowing any other player to click anything in their tabs while another players tabs were hidden.

    I accidentally put the wrong head icon for when you activate deflect summoning and have deflect melee active, so it wasn't displaying the correct head icon.

    I added Vecna's skull.

    Lastly, I was finally able to fix the quick prayer selection for the normal prayer book visually. The interface wasn't displaying properly when you selected quick prayers, because I wasn't using the correct varbits for it. Thanks to Bracket for helping me fix this problem.
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  3. #83  
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    Good luck with your project, this is one of my favorite revisions Love the attention to detail and the fact that it's an emulation
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  4. #84  
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    Quote Originally Posted by Sinister View Post
    Looks great so far, not much being worked on in this era so i think you could do really well if you stick with this.

    Good luck
    Thanks man, don't worry I do not plan on giving up.

    Quote Originally Posted by Joris View Post
    Good luck with your project, this is one of my favorite revisions Love the attention to detail and the fact that it's an emulation
    Thanks dude. Sometimes I think I might pay too much attention to detail...
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  5. #85  
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    Quote Originally Posted by GeneralReposti View Post
    Thanks dude. Sometimes I think I might pay too much attention to detail...
    Yeah it can slow you down quite a bit, but I personally love the little details that make it feel just like RS.
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  6. #86  
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    Update 2/14/2019 :

    So I usually don't plan stuff out and just do whatever I feel like doing at the time.
    This week it happened to be jewelry teleportation and herblore.

    For jewelry:

    I have every jewelry teleport working properly now, this includes: Glory, Combat Brace
    Skills necklace, ring of wealth, Ring of Dueling, Digsite Pendant, Games Necklace,
    and Ring of Slaying.

    I used an enum, one dialogue and 2 helper methods to easily handle this so that the
    jewelry will degrade on use, send a message and teleport you.

    All the teleports are as correct as possible.

    There are other teleportation items that are not jewelry and I plan to do them soon

    Before I made herblore, I decided it was time to make the proper timers for things such as stat
    and special attack restoration.

    For this, I used the timer manager class that I made when I did the revenant immunity/aggression timers.

    Here I handled the timers for: Stat restoration, Stat degeneration (I handled them seperately because of Berserker),
    Special attack restoration, and I also handle the poison immunity, overload timers and antifire etc in this class.

    I also kept track of both Hitpoints regen and degen seperately because of the rapid restore prayers, which are working properly.


    For herblore:

    Herblore took a bit longer because of all the information I had to enter into enums,
    but I am happy with how it turned out.

    Firstly I made an enum that contains each potions itemIds, noted itemIds, level requirement,
    herb Id, unfinished potion Id, final ingredient Ids and experience. This way I could handle
    a few different methods in one enum.

    The first thing I did was potion creation. In one method I could handle using the herb on
    a vial of water and using the final ingredient with the unfinished potion. This starts
    a skill dialogue.

    I made the skills dialogue which I will use for other skills in the future. I have it working correctly,
    including all of the button controls. The only one I wasn't able to figure out was the custom button aka Make X.
    For some reason it isn't recognized by the server when you click it on the client. I will investigate this
    later on when I finished all of the other skills. For now it works by calculating the maximum amount of the
    item you can produce. I tracked this in the player's skills class with two transient variables. One for
    the maximum amount and another for the amount that is going to be made. This allows you to set the amount
    you'd like to make by clicking the buttons on the interface. However, it won't let you click the down arrow
    past 1 or the up arrow past the max amount.

    After you've chosen the amount, I made an action for creating the product you've chosen to make. I am
    constantly checking to see if you have the required herblore level each time you try to start the
    action again, incase the player has boosted their herblore level. I also check to make sure you still
    have the required amount in your inventory.

    One annoying thing to make was Sanfew serum creation. It has 3 steps to it and the mixtures for step
    1 and 2 can be decanted. You can also make it as 1-4 dose??? I had to handle these with seperate conditional
    statements.... gotta love jagex and their spaghetti code.

    Next up are the potion effects. I would have loved to put these into the enum, but it seemed like in order to do
    this you'd have to repeat the same method mulitple times and override it, which seemed silly. I tried making
    methods outside of the enum and making the enum call them with different parameters, but I couldn't figure out
    how to pass the player in as a parameter within the enum. So I decided instead to just extract the name from
    the potion without the dose amount then used a switch statement that called different methods based on the name.

    All potion effects are working properly. Overloads will reapply the stat boost every 15 seconds and heal you
    500 hitpoints when it ends. All boost formulas are correct. Brews correctly drain and boost/ heal the proper amount.
    Antifire potion timers and poison immunity are handled properly.

    I also made it so you can poison every possible weapon that can be poisoned and cleaned off the with cleaning cloth.

    Lastly, I made decanting work, as well as Bob Barter's ability to decant to 4 dose or the dose of your choice.

    Sorry I am very tired and I usually like to explain more, but I had kept forgetting to put this on my project thread and wanted to post it tonight.

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    My next project is the Warrior's Guild.
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  7. #87  
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    Great progress, keep it up
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  8. #88  
    Registered Member Vito the Don's Avatar
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    Goodluck progress looks nice so far,
    The Dons
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  9. #89  
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    Update 2/20/2019:


    Originally I was only going to do the relevant content in the Warrior's guild, but I felt that
    it would be lazy and not true my goals with this project if I left content unfinished. While it
    probably was a waste of time to do so, it didn't take that long to do the extra content.

    Note: I didn't use the token system or interface that was added in the 2010 Dragon Defender update
    because I honestly didn't like it. I kept it as the tradtional tokens in item form.

    Armour room:

    So this is obviously the most popular piece of content for getting tokens.

    I have the correct armour animating process working.

    You can't animate armour if you have a set already out or if the npc is holding a set you lost.

    If you log out the armour dissapears. It also despawns after 5 minutes. If either of these happen,
    your armour set can be reclaimed from the NPC.

    All armour sets have their correct animation and stats + yield the correct amount of tokens.

    Anything below black has a chance for a piece to break. I made it 75% for bronze, 50% for Iron and
    25% for steel.

    Dummy Room:

    This room is very simple, you just attack the Dummy with the correct style to earn two tokens.

    There's no penalty for attacking with the wrong style.

    You can use range or melee to attack, I found it odd that you can use range weapons but that's how
    it works.

    You can only get credit for one dummy hit per round.

    I made clicking the information board on the wall open the dummy interface to show which is which

    It was pretty easy to make but it's dead content. If it gave more tokens per hit, I think it would
    be viable.

    Shield Room:

    Basically all you do in this room is switch your shield stance based on the projectile that was fired.

    I made clicking the information board on the wall open the projectile interface to show which is which

    The Catapult properly fires every 8 ticks. It can repeat the last selection.

    I have all the correct animations and sounds for blocking or failing to block each projectile.

    You can't equip the shield if you're not on the tile that the catapult is firing at. You also
    need to have your hands free.

    If you stand on the tile without a shield, you will move out of the way and the NPC will tell you
    you should be wearing one.

    Equipping the shield replaces your equipment interfaces and also hides all interfaces except for
    attack styles, stats, and social. So there isn't any way you could teleport out with the shield
    (It gets unequipped when your client sends the walk packet anyway)

    You only earn one token per block and 10 defence exp. This is really dead content but it was honestly
    fun to make.

    Shotput Room:

    I HATE making things that use a formula to calculate the chance to do something since I don't know it

    All you do in this room is pick up a shotput ball and pick which style to use. The max distance you
    can throw is based on the style.

    You lose run energy when you throw. You gain strength exp and distance + 3 tokens on a succesful throw.

    22lb can throw farther but has higher chance of failure.

    You can fail by throwing it at your feet or accidentally throwing it at the ref.

    You can grind ground ashes with a pestle and mortar, then rub them on your hands to halve the chance
    of failure for 5 minutes.

    I honestly hated making this and it is very dead content. But it didn't take that long at least.

    Barrel Room:

    There are 5 barrels around the room. You need can't be wearing a helmet, gloves, shield or weapon to
    pick one up.

    Every 8 game ticks, there is a chance you can drop the barrel(s). If you do you take up to 4 damage
    and have to pick them up again. If not, you gain strength exp based on your running energy and 2
    tokens for each barrel you are carrying.

    With the Dragon Defender update in 2010, they added a 'tag' game within the room. Basically when you
    pick up the keg, it randomly assigns you an order to tag the colored objects in the room.

    If you drop your keg(s) this will reset. If you manage to tag them all, you will earn 5 times your
    running energy in strength experience.

    Luckily I found the Cs2 scripts the interface calls for this, so I was able to figure out how
    to send the varbits to make them change order or appear with a checkbox.

    The NPC 'Jimmy' says something when you pick up a keg and if you manage to get 5 he says that you
    beat his record.

    This was fun to make and it's unfortunate that it is dead content. The little amount of tokens, damage
    and running energy that you lose just don't make it worth it.

    Cyclops Room:

    So this is where it all leads up to. I've spent a lot of time in this room because of Deadman mode
    in Oldschool. But it was fun to make.

    When you enter the room Kamfreena check your highest defender. The cyclopes will drop the next highest defender.

    They have a 1 in 50 chance to drop the regular defenders, and 1 in 100 to drop Dragon. I am not sure
    if the Dragon Defender drop rate is accurate but this is what they are in Oldschool so I based it
    off that.

    If you have a Rune or Dragon defender on you there is a chance that a Cyclossus will spawn. I made
    the chance 1 in 20.

    Other players can't steal the Cyclossus if its target is original person that spawned it.

    The Cyclossus has 3 attacks. A regular melee attack, a stun that causes you to stop attacking then
    stops you from moving from 5 seconds, and a knockback that will knock you back up to 3 tiles based
    on your location.

    If the Cyclossus is out of combat it will walk around taunting players until it gets another
    target.

    You can only attack a Cyclossus with a Rune or Dragon Defender equipped.

    It has a 1 in 15 chance to drop a Dragon Defender.

    Every minute in the Cyclops room you lose 10 tokens. If you are out of tokens, Kamfreena will
    teleport you out of the room.

    Other Stuff in the Guild:

    All NPC Spawns and Dialogues.

    You can buy the Strength and Attack Skill capes.

    You cannot use curses.

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  11. #90  
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    Quote Originally Posted by GeneralReposti View Post
    Sometimes I think I might pay too much attention to detail...
    Paying attention to detail teaches you more about how runescape actually operates (like your sigil rolling)

    Also, post more snippets of code like that instead of paragraphs explaining how you've added combat algorithms, they're more fun to read
    donald trump approves this message
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