Thread: 140 OSRS | Indepth Item Definitions, NPC Definitions, and Object Definitions | JSON

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  1. #1 140 OSRS | Indepth Item Definitions, NPC Definitions, and Object Definitions | JSON 
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    All definitions dumped straight from the client so it includes basically everything the client gets from the cache files.

    I know this is nothing special and I am not asking for fame and glory out of this. Some people don't know how to use JSON or simply want to get a few modelIDs used for certain things instead of manually dumping them. Just thought this may come in handy for those who end up needing it.

    Here is the link to the definition dumps: [Only registered and activated users can see links. ]

    Here are the classes that i used to deserialize them through Gson:

    Code:
    package serializable;
    
    /**
     * Created by Stuart on 5/18/2017.
     */
    public final class Object {
    
        private String name;
        private String description;
        private int[] modelIds;
        private int objectSizeX, objectSizeY;
        private boolean solid;
        private boolean impenetrable;
        private boolean hasActions;
        private boolean contouredGround;
        private boolean delayedShading;
        private boolean occludes;
        private int animation;
        private int decorDisplacement;
        private int ambientLighting;
        private int lightDiffusion;
        private String[] interactions;
        private int[] modifiedModelColors, originalModelColors;
        private int minimapFunction;
        private boolean inverted;
        private boolean castsShadow;
        private int scaleX, scaleY, scaleZ;
        private int mapscene;
        private int surroundings;
        private int translateX, translateY, translateZ;
        private boolean obstructsGround;
        private boolean hollow;
        private int supportsItems;
        private int varp, varbit;
    
        public Object(String name, String description, int[] modelIds, int objectSizeX, int objectSizeY, boolean solid, boolean impenetrable, boolean hasActions, boolean contouredGround, boolean delayedShading, boolean occludes, int animation, int decorDisplacement, int ambientLighting, int lightDiffusion, String[] interactions, int[] modifiedModelColors, int[] originalModelColors, int minimapFunction, boolean inverted, boolean castsShadow, int scaleX, int scaleY, int scaleZ, int mapscene, int surroundings, int translateX, int translateY, int translateZ, boolean obstructsGround, boolean hollow, int supportsItems, int varp, int varbit) {
            this.name = name;
            this.description = description;
            this.modelIds = modelIds;
            this.objectSizeX = objectSizeX;
            this.objectSizeY = objectSizeY;
            this.solid = solid;
            this.impenetrable = impenetrable;
            this.hasActions = hasActions;
            this.contouredGround = contouredGround;
            this.delayedShading = delayedShading;
            this.occludes = occludes;
            this.animation = animation;
            this.decorDisplacement = decorDisplacement;
            this.ambientLighting = ambientLighting;
            this.lightDiffusion = lightDiffusion;
            this.interactions = interactions;
            this.modifiedModelColors = modifiedModelColors;
            this.originalModelColors = originalModelColors;
            this.minimapFunction = minimapFunction;
            this.inverted = inverted;
            this.castsShadow = castsShadow;
            this.scaleX = scaleX;
            this.scaleY = scaleY;
            this.scaleZ = scaleZ;
            this.mapscene = mapscene;
            this.surroundings = surroundings;
            this.translateX = translateX;
            this.translateY = translateY;
            this.translateZ = translateZ;
            this.obstructsGround = obstructsGround;
            this.hollow = hollow;
            this.supportsItems = supportsItems;
            this.varp = varp;
            this.varbit = varbit;
        }
    }
    Code:
    package serializable;
    
    /**
     * Created by Stuart on 5/18/2017.
     */
    public class NPC {
    
        private String name;
        private String description;
        private int[] modelId;
        private int size;
        private int standAnim, walkAnim;
        private int turn180AnimIndex, turn90CWAnimIndex, turn90CCWAnimIndex;
        private String[] actions;
        private int[] originalModelColors;
        private int[] modifiedModelColors;
        private int[] additionalModels;
        private boolean drawMinimapDot;
        private int combatLevel;
        private int scaleXZ;
        private int scaleY;
        private boolean priorityRender;
        private int lightModifier;
        private int shadowModifier;
        private int headIcon;
        private int degreesToTurn;
        private int varBitId;
        private int settingId;
        private int[] childrenIDs;
        private boolean clickable;
    
        public NPC(String name, String description, int[] modelId, int size, int standAnim, int walkAnim, int turn180AnimIndex, int turn90CWAnimIndex, int turn90CCWAnimIndex, String[] actions, int[] originalModelColors, int[] modifiedModelColors, int[] additionalModels, boolean drawMinimapDot, int combatLevel, int scaleXZ, int scaleY, boolean priorityRender, int lightModifier, int shadowModifier, int headIcon, int degreesToTurn, int varBitId, int settingId, int[] childrenIDs, boolean clickable) {
            this.name = name;
            this.description = description;
            this.modelId = modelId;
            this.size = size;
            this.standAnim = standAnim;
            this.walkAnim = walkAnim;
            this.turn180AnimIndex = turn180AnimIndex;
            this.turn90CWAnimIndex = turn90CWAnimIndex;
            this.turn90CCWAnimIndex = turn90CCWAnimIndex;
            this.actions = actions;
            this.originalModelColors = originalModelColors;
            this.modifiedModelColors = modifiedModelColors;
            this.additionalModels = additionalModels;
            this.drawMinimapDot = drawMinimapDot;
            this.combatLevel = combatLevel;
            this.scaleXZ = scaleXZ;
            this.scaleY = scaleY;
            this.priorityRender = priorityRender;
            this.lightModifier = lightModifier;
            this.shadowModifier = shadowModifier;
            this.headIcon = headIcon;
            this.degreesToTurn = degreesToTurn;
            this.varBitId = varBitId;
            this.settingId = settingId;
            this.childrenIDs = childrenIDs;
            this.clickable = clickable;
        }
    }
    Code:
    package serializable;
    
    /**
     * Created by Stuart on 5/18/2017.
     */
    public class Item {
    
        private String name;
        private String description;
        private int inventoryModelId;
        private int modelZoom, modelRotation1, modelRotation2, modelOffset1, modelOffset2;
        private boolean stackable;
        private int value;
        private boolean membersItem;
        private int maleEquip1, maleEquip2, maleEquipOffset;
        private int femaleEquip1, femaleEquip2, femaleEquipOffset;
        private String[] groundActions;
        private String[] actions;
        private int[] editedModelColor;
        private int[] newModelColor;
        private int certId, certTemplateId;
        private int[] stackIDs, stackAmounts;
        private int team;
    
        public Item(String name, String description, int inventoryModelId, int modelZoom, int modelRotation1, int modelRotation2, int modelOffset1, int modelOffset2, boolean stackable, int value, boolean membersItem, int maleEquip1, int maleEquip2, int maleEquipOffset, int femaleEquip1, int femaleEquip2, int femaleEquipOffset, String[] groundActions, String[] actions, int[] editedModelColor, int[] newModelColor, int certId, int certTemplateId, int[] stackIDs, int[] stackAmounts, int team) {
            this.name = name;
            this.description = description;
            this.inventoryModelId = inventoryModelId;
            this.modelZoom = modelZoom;
            this.modelRotation1 = modelRotation1;
            this.modelRotation2 = modelRotation2;
            this.modelOffset1 = modelOffset1;
            this.modelOffset2 = modelOffset2;
            this.stackable = stackable;
            this.value = value;
            this.membersItem = membersItem;
            this.maleEquip1 = maleEquip1;
            this.maleEquip2 = maleEquip2;
            this.maleEquipOffset = maleEquipOffset;
            this.femaleEquip1 = femaleEquip1;
            this.femaleEquip2 = femaleEquip2;
            this.femaleEquipOffset = femaleEquipOffset;
            this.groundActions = groundActions;
            this.actions = actions;
            this.editedModelColor = editedModelColor;
            this.newModelColor = newModelColor;
            this.certId = certId;
            this.certTemplateId = certTemplateId;
            this.stackIDs = stackIDs;
            this.stackAmounts = stackAmounts;
            this.team = team;
        }
    }
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    Nice one stu
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    Should have posted this in the client section. This of almost no value to the server.

    There's only a few fields from the client that is actually useable to verify actions from client -> server.


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    Wut can u say when theres nothin to tell

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    Quote Originally Posted by Idiot Dansker View Post
    Should have posted this in the client section. This of almost no value to the server.

    There's only a few fields from the client that is actually useable to verify actions from client -> server.
    This ^

    OP;
    Would be more reasonable to dump off OSRS wikia, things such as mob definitions / item definitions would be rather useful that way.
    Thanks though!



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    Thanks mate much appreciated!
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    Quote Originally Posted by Idiot Dansker View Post
    Should have posted this in the client section. This of almost no value to the server.

    There's only a few fields from the client that is actually useable to verify actions from client -> server.
    True, but I figured more people would see it here. If mods want to move it, thats fine. Just thought something like this could come in use for lots more people and it'd see more of those people in this board as opposed to the client board.
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    SERGEANT OF THE MASTER SERGEANTS MOST IMPORTANT PERSON OF EXTREME SERGEANTS TO THE MAX!

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    Quote Originally Posted by RiiPiiNFtW View Post
    True, but I figured more people would see it here. If mods want to move it, thats fine. Just thought something like this could come in use for lots more people and it'd see more of those people in this board as opposed to the client board.
    Post in spam if you want visibility, in other cases categorizing exists for a reason



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  11. #8  
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    Quote Originally Posted by S Quare Quxx View Post
    Post in spam if you want visibility, in other cases categorizing exists for a reason
    right, for you to be a giant dick about it. Cool, thanks. Advice taken.
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    How would I go about adding this into a client and making everything work?
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  13. #10  
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    Quote Originally Posted by f6 typhoon View Post
    How would I go about adding this into a client and making everything work?
    This is all in your cache already. This is just dumped so its easier to access instead of printing it out in the console.
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