I had done this last July but like many things on the original server I worked with it was poorly done so I completely re-did it.
You can't start it without 60 magic (no boosting allowed)
All levers work properly
You can't enter the sparkling pool until or go into the arena with the lever until you have beaten Kolodion.
You can't attack the Battle Mages until you have beaten Kolodion.
Kolodions forms all have the correct animations and stats. It is impossible to know the stats of his forms that don't have a combat level since you cannot stat spy on them, but the stats of the Demon form are known so I just made them all have the same as that one.
The models of the forms were changed in 2010 I believe, which is too far back for me to copy and paste the old NPCs in. I prefer the old forms and will probably change them back sometime, when I have written my own cache editor.
If you leave the arena, whether it be by taking the lever out or dying, before you have beaten Kolodion you can return by starting the fight again but it will start at whichever form were on when you left.
If you log out or disconnect in the arena before you have beaten Kolodion, you will be put in the mage bank upon your next login.
Once you defeat Kolodion, you are taken back to the mage bank and can now step into the pool. You can go into the mage arena if you wish and fight the Battle Mages at this point, but there's really no reason to until you've gotten a staff.
The Guardian won't give you a staff until you claim a cape and show it to him.
I decided to keep it so that you can only own one cape at a time, like it used to be. Also if you drop a cape it will disappear instantly.
You cannot wear conflicting capes and staves at the same time.
Once you have a cape the Guardian will give you the corresponding staff. It is at this point that you can use Charge
You need to cast each spell 100 times within the Mage Arena in order to use it everywhere.
The Battle Mages are aggressive to those not wearing the cape they align with. The Guthix mage won't attack you if you are wearing a Void Knight Mace as well.
I'm happy with how the mage arena turned out. In the future, I'd like to change it so you can't autocast the God Spells. Currently you can auto cast the spells with the correct staff. I can do this programatically but the autocast option will still be first in the interface and would be annoying. I will figure it how to edit the interface someday.
Fishing:
Fishing wasn't that bad, but the thing I didn't like about it was that I do not know the proper rates for catching Fish.
I ended up doing the rates just like how I did mining. Like with mining in the future, if people ever play this and think it is too slow or fast I can adjust them.
I have added all the fishing spots in the game. I went to every fishing spot and hopped worlds until I had collected all of the possible spots they could be in.
Every 5 to 10 minutes the fishing spot npc will move to another possible spot in the area.
All fish are catch-able and all methods work, aside from barbarian fishing which I will make when I make the Barbarian Training and Rocktails which I will make when I get to making the living rock caverns.
What's next:
By the end of this month I should finish my goal I set earlier this year if finishing all skills and converting my old server content.
All I have left to do is:
Woodcutting
Hunter
Agility
Convert and Fix Fishing Contest
Convert and Fix Barcrawl
This will hopefully be done at the end of the month so I can start working on completely new content and things other than skills, because I don't really like skills, there were only a few I enjoyed.
I have also added a few things to the todo list:
Swan Song to unlock Monkfish
Barbarian Training
In Aid of the Myreque to unlock tons of shark fishing spots + prequest for Seergaze
Darkness of Hallowvale and Legacy of Seergaze to unlock Blood Runes
I had done this last July but like many things on the original server I worked with it was poorly done so I completely re-did it.
You can't start it without 60 magic (no boosting allowed)
All levers work properly
You can't enter the sparkling pool until or go into the arena with the lever until you have beaten Kolodion.
You can't attack the Battle Mages until you have beaten Kolodion.
Kolodions forms all have the correct animations and stats. It is impossible to know the stats of his forms that don't have a combat level since you cannot stat spy on them, but the stats of the Demon form are known so I just made them all have the same as that one.
The models of the forms were changed in 2010 I believe, which is too far back for me to copy and paste the old NPCs in. I prefer the old forms and will probably change them back sometime, when I have written my own cache editor.
If you leave the arena, whether it be by taking the lever out or dying, before you have beaten Kolodion you can return by starting the fight again but it will start at whichever form were on when you left.
If you log out or disconnect in the arena before you have beaten Kolodion, you will be put in the mage bank upon your next login.
Once you defeat Kolodion, you are taken back to the mage bank and can now step into the pool. You can go into the mage arena if you wish and fight the Battle Mages at this point, but there's really no reason to until you've gotten a staff.
The Guardian won't give you a staff until you claim a cape and show it to him.
I decided to keep it so that you can only own one cape at a time, like it used to be. Also if you drop a cape it will disappear instantly.
You cannot wear conflicting capes and staves at the same time.
Once you have a cape the Guardian will give you the corresponding staff. It is at this point that you can use Charge
You need to cast each spell 100 times within the Mage Arena in order to use it everywhere.
The Battle Mages are aggressive to those not wearing the cape they align with. The Guthix mage won't attack you if you are wearing a Void Knight Mace as well.
I'm happy with how the mage arena turned out. In the future, I'd like to change it so you can't autocast the God Spells. Currently you can auto cast the spells with the correct staff. I can do this programatically but the autocast option will still be first in the interface and would be annoying. I will figure it how to edit the interface someday.
Fishing:
Fishing wasn't that bad, but the thing I didn't like about it was that I do not know the proper rates for catching Fish.
I ended up doing the rates just like how I did mining. Like with mining in the future, if people ever play this and think it is too slow or fast I can adjust them.
I have added all the fishing spots in the game. I went to every fishing spot and hopped worlds until I had collected all of the possible spots they could be in.
Every 5 to 10 minutes the fishing spot npc will move to another possible spot in the area.
All fish are catch-able and all methods work, aside from barbarian fishing which I will make when I make the Barbarian Training and Rocktails which I will make when I get to making the living rock caverns.
What's next:
By the end of this month I should finish my goal I set earlier this year if finishing all skills and converting my old server content.
All I have left to do is:
Woodcutting
Hunter
Agility
Convert and Fix Fishing Contest
Convert and Fix Barcrawl
This will hopefully be done at the end of the month so I can start working on completely new content and things other than skills, because I don't really like skills, there were only a few I enjoyed.
I have also added a few things to the todo list:
Swan Song to unlock Monkfish
Barbarian Training
In Aid of the Myreque to unlock tons of shark fishing spots + prequest for Seergaze
Darkness of Hallowvale and Legacy of Seergaze to unlock Blood Runes
very nice progress, interested in seeing how this comes along.
Sorry it has been a while since I posted an update here, but not because I haven't been doing anything, I just didn't get around to it.
In the last few weeks I have gone against my plan and haven't been trying to finish the last 3 skills I need to make.
It's honestly because I much more enjoy doing what ever I am interested in doing at the time.
It just so happens that I really felt like doing the King's Ransom quest chain. I am not yet finished with it, but I wanted to posted
my progress so far.
Degradeable Items:
I have been wanting to do this for a while, but I wasn't sure how to do it properly.
In order to do it though, I had to make sure that in any case of where an item transfers from one thing to another, whether it
be the inventory to ground, bank to inventory, etc. that the item's current charges are kept in tact.
So far the items I have degrading include:
All Nex Armours/Zaryte Bow
Barrows
Chaotics and the Dungeoneering Shields
Crystal Bow
Crystal Shields
Ancient Warrior Armour and Weps
Corrupt Dragon Weps
Bank and Equipment comparing:
Setting this goal for myself for the rest of the year to complete most of this in no particular order (except for like temple of Ikov before DT obviously)
Woodcutting
Agility
Hunter
Black Knight's Fortress
One Small Favour
King's Ransom
Knight Waves
Monkey Madness
Fight Arena
The Digsite
Death Plateau
Troll Stronghold
Temple of Ikov
Tourist Trap
Desert Treasure
Horror From the Deep
Ernest the Chicken
Animal Magnetism
Fairy Tale Part 1
Haunted Mine
Tarns Lair
Ghost's Ahoy
Fremm Trials
Fremm Isles
Lunar Diplomacy
Spirit Trees
Gliders
Fairy Rings
Nex/Zaros Godwars
Fight Caves
Glacors
KBD
Kalphite Queen
Giant Mole
Chaos Elemental
How should I implement ring imbuing? I do not plan to ever make mobilising armies. I was thinking Slayer points.
How should I implement auras? I want no trace of MTX, but I still think they were an interesting addition to the game. My idea at the moment is to use a hammer on a bracelet with a specific item in your inventory.
Example:
Penance would be use hammer on diamond bracelet with a holy wrench in your inventory.
Vampirism would be onyx bracelet and 100 vampire dust?
I will think of more later, but they would require a crafting level and still be untradeable and have their usual time limits.
Or I could just remove them. Some of them were kind of stupid.
So many reworks in the making throughout time , imagine if everyone worked on one together, we'd have a fully completed remake by now. Very cool you taught yourself java, and good luck on the project. If runescape dies in 8 years maybe we can play on this version
How should I implement ring imbuing? I do not plan to ever make mobilising armies. I was thinking Slayer points.
How should I implement auras? I want no trace of MTX, but I still think they were an interesting addition to the game. My idea at the moment is to use a hammer on a bracelet with a specific item in your inventory.
Example:
Penance would be use hammer on diamond bracelet with a holy wrench in your inventory.
Vampirism would be onyx bracelet and 100 vampire dust?
I will think of more later, but they would require a crafting level and still be untradeable and have their usual time limits.
Or I could just remove them. Some of them were kind of stupid.
Would love to hear people's thoughts on this.
It's a good idea to add those items in a new creative way instead of just handing them to the players like some servers do
Just think about how powerful the items are and balance out how hard it should be to get them and at what point in the game do you expect people to get them
Making them need X crafting level and untradeable is an interesting idea since it would give a practical use to high crafting lvl (which back in the game it was quite worthless to have high craft, along many other skills)