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

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  1. #31  
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    Update 10/14/2018:

    Finished all of the spawns inside the Waterbirth Dungeon and Island.

    All Npcs within the dungeon have accurate combat stats.

    Rock crabs and Rock lobsters transform from their rock forms, and after 10 minutes of being in their regular form will go back to hiding.

    Created the Spinolyp combat mechanics the best I could. But since I do not know how to make them only walk in the water areas, this is the best I can do for now. I will come back and fix it sometime.

    Created accurate drop table for Prime, Rex and Supreme. I had to guess on the non-unique drops.

    Added the Vecna skull.

    Added most of the missing potions, such as Sanfew Serum, the Antidotes(++ and +), Superanti, Super Energy and Energy.

    Created a class that controls left clicking the HP orb while poisoned to cure it - provided you have the means to do it. This includes: The Unicorn Stallion cure ability, Antidote++, Antidote+, Sanfew Serum, Super antipoison, Antipoison, Strange Fruit, the Cure Me Lunar Spell, and the Prayer Book from The Great Brain Robbery (Yes I've never even used that but why not add it).

    All melee special attacks are working properly.

    A few bugs I ran into:

    The most damaged received method sometimes does not counting my damage, even though I was the only person that hit it.

    Projectiles will only move their regular speed when shooting to the North, other wise they move too slowly.

    The Dhally special attack gfx doesn't appear in the correct place.

    Despite everything I tried, the equipment bonuses interface does not recognize that I am clicking and won't let me unequip items from the interface.

    Waterbirth Dungeon Tour


    Left click Cure
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  3. #32  
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    I am attempting to create the Tormented demon roar mechanic, in which every 70 seconds they send a fireball projectile to a random tile in a 3 by 3 square around the player.

    I've figured that part out, but my problem is that I don't want the projectile being sent to a tile that has an object on it, contains a wall, or is just a place the player or NPC cannot walk.

    Before I map out the entire Tormented Demon area manually, is there any way to check for this in Matrix? I have looked and found no such method.

    Also, another question, how can I prevent npcs from walking through eachother?
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  4. #33  
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    Update 10/20/2018:

    Created the Tormented Demon combat script.

    This was challenging because I hadn't done Tormented Demons since 2012 before EOC came out, so I had to use videos from the time to remember or get their mechanics correct.

    I have made them pretty close to what they were:

    They switch combat styles around every 16 seconds

    They switch prayers every 310 damage, and misses/damage below 20 with the correct style counts as 20 damage.

    They lose their shield for 60 seconds. The shield reduces damage by 75%.

    You don't gain exp if the hit is set to 0 by the prayer.

    The demons will send out an AOE attack every 112 seconds, even if they cannot reach you. I was unsure what this attack rolled from, so I just made it be based off your magic defence.

    I gave the demons the same combat stats as Demonic Gorillas in OSRS, since their stats were never known in pre-eoc. Hopefully it's close enough because I would assume jagex based the Demonic Gorillas off TDS.

    I wrote a drop table, Claws and the Armor pieces are the correct rate but the rest I had to guess.

    I created the path for getting to the Demons, everything is working correctly except I need to figure out how to lock the camera in one place for the interface that shows you traveling down the chasm.

    A few issues I had:

    I NEED to learn how to stop npcs from being able to walk onto the same tile. It is currently very hard to lure the TDS correctly when they all bunch up.

    Occasionally, the Demon will respawn in its Melee Prayer form, but it will think that it is on range prayer, despite me resetting the array when it dies.

    The light creature will start random walking when I have told them to add steps after the player. This is annoying because the Light creature will just walk away while the player is doing what it is supposed to.

    I figured out the light travel interface, but I need to lock the camera in place while it is open.



    I know my performance in the video kinda sucks but its like 4 AM I am tired.

    After I fix the last bug with the Demons, I am planning to create the slayer skill and all of the NPCS + anything related to it. It's not on the list of goals I had, but I feel like making it.

    If you know how to fix any of the issues I have, PLEASE let me know.

    Thanks for reading.
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  5. #34  
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    Best of luck. I like all the information you've added to this thread.
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  6. #35  
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    Quote Originally Posted by Twobit View Post
    Best of luck. I like all the information you've added to this thread.
    Thanks for the kind words man
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  7. #36  
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    Update 10/26/2018:

    Just wanted to leave a quick update since I decided to make slayer and it's a pretty massive piece of content.

    So far I've created almost every NPC that is related to slayer, with accurate combatscripts and stats. This was an extremely lengthy process and I am still not done.

    I created the task system for slayer masters. Each NPC has a check for specific requirement, Slayer level, and Combat level. It also checks to make sure that it's not your last task and that you don't have it blocked.

    They system isn't finished yet, but it has been a while since I made an update so I thought I would test it and show how it's working so far. I still have to create the tables for each master and the range for the amount they can assign.

    I also created the Slayer Reward shop. It is working 100% like it did in pre-eoc and I'm quite proud of it. I still need to create the actual unlocks though.



    The only problem I ran into was that I could not find the Gargoyle death animation; I am thinking it might be GFX.

    I would post clips of some of the NPC i have made, but honestly I'm super tired atm... maybe later I will add them to this post.
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  8. #37  
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    Update 10/30/2018:

    Every Slayer Master has an accurate Slayer Table, with the correct weightings and amounts they can assign. For those curious as to how I did it, I basically made an enum that had the information for each NPC (Task Id, quest requirement, slayer level req, combat level req) and then an array for each slayer master with the task weighing, min amount, and max amount. I then put the NPC's taskId a number of times into a List for each master corresponding to the weight number for that master's array. There's several other ways to do it, this was the way I came up with and probably will change it later on.

    Each Slayer master checks for your combat level to make sure you are strong enough for them to assign you tasks. If you aren't, they redirect you to the best master you have requirements for.

    I created the Dialogues for:

    Crafting Rings of Slaying

    A Universal Enchanted Gem dialogue that will change the NPC you are speaking to based on the best master you have the requirements for. The dialogue is the same as Runescape.

    A Universal right-click get Task Dialogue that each master uses, and it matches the Slayer master you are speaking to with the correct tables etc.

    A Universal Slayer Master Dialogue, which is the same as runescape. Nothing too fancy here.

    Kuradal needed her own dialogue because she explains the content related to her.

    This is the code I wrote to get a slayer task. It might not make sense with little context but I wanted to share it.

    Code:
    public static void getSlayerTask(Player player, int masterId) {
    		int slayerLevel = player.getSkills().getLevelForXp(Skills.SLAYER);
    		int combatLevel = player.getSkills().getCombatLevel();
    
    		while (player.getTaskId() == 0) {
    			
    			int taskId = getMasterTable(masterId);
    		
    			
    			if (slayerLevel >= SlayerTasks.getTaskInfo(taskId).getSlayerLevel()
    					&& combatLevel >= SlayerTasks.getTaskInfo(taskId).getCombatLevel()
    					&& !Arrays.asList(player.blockList).contains(taskId) 
    					&& taskId != player.getLastTaskId()
    					&& hasRequirement(player, taskId, masterId)) {
    			
    				player.setTaskId(taskId);
    				player.setLastTaskId(taskId);
    				player.setTaskAmount(getTaskAmount(masterId, taskId));
    				player.setAssignerId(masterId);
    				break;
    				
    			} else {
    				continue;
    			}
    
    		}
    
    	}
    Turael is able to cancel a task for you without costing any points, provided he doesn't assign that task. This resets your task streak to 0 however.

    Speaking of task streaks, It will now keep track of the number of tasks you completed, and once you reach your 5th task you will start earning points, which are based on the Slayer Master that assigned your task.

    You will also earn more points for every 10th and 50th task.

    I added another NPC stat, which will keep track of their taskId. This way, the NPC will be able to give you slayer experience and decrease the amount remaining on your task.

    I used this in the combat formula I wrote to check if the monster you are fighting is your slayer task, so that the Slayer Helmets/Black mask can provide their bonuses.

    I added in the auto smasher perk. It now works for Desert Lizards, RockSlugs, and Gargoyles. I haven't made Zygomites yet.

    You can Fletch broad bolts and arrows if you have unlocked the reward from a slayer master.

    Fixed Slayer Helm creation and disassembly. Made sure to check if your inventory is full.

    Added Ring of Slaying crafting and the teleports to the ring. Also the ability to check your kills remaining.

    I made 80% of the NPC related to Slayer. I had to stop and take a break because I was getting tired after 3 days of making up to 100 NPCs.

    I still need to finish the remaining NPCs (Mostly Dragons and Strykewurms) and add all the spawns + important dungeon mechanics like shortcuts... but I will probably leave that for later, because I'd like to take a break and move on to Barrows.

    Here are some short clips of the Slayer Master system and some of the NPCs I made.













    Thanks for reading. Also if anyone knows the Gargoyle death animation/gfx whatever it is, please let me know.

    My next project will be recreating Barrows probably.
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  9. #38  
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    Best of luck.
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  10. #39  
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    Love the dedication you have still. Keep going my friend



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    Best of luck!
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