Thread: Skilling formulas

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  1. #1 Skilling formulas 
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    Hey

    Found out that theres quite a bit of accurate skilling info nowadays on osrs wiki:

    - Wondering if jagex has revealed more info about mining somewhere as the wiki seems incomplete to me?

    Basic skilling success formula:
    Skilling success rate - OSRS Wiki

    Cooking chances (for example: lobster)
    Lobster - OSRS Wiki

    Fishing chances (for example: lobster)
    Raw lobster - OSRS Wiki

    Woodcutting chances (for example: maple)
    Maple tree - OSRS Wiki

    Axe chances (for example: rune axe)
    Rune axe - OSRS Wiki

    Mining chances (for example: coal)
    https://oldschool.runescape.wiki/w/Coal_rocks
    ^However this doesnt seem to take the pickaxe used into account?

    EDIT: I guess same kind of type bonus should be used in mining as is being used on woodcutting. (though there doesnt seem to be values available for rune ess)
    Last edited by mige5; 04-09-2023 at 02:44 PM.
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  3. #2  
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    Quote Originally Posted by mige5 View Post
    However this doesnt seem to take the pickaxe used into account?
    That's because pickaxes don't effect the chance of mining only the frequency of attempts.


    Yeah there's a lot of useful data collected by the wiki crowdsourcing project RuneScape:Crowdsourcing - OSRS Wiki
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    Quote Originally Posted by Greg View Post
    That's because pickaxes don't effect the chance of mining only the frequency of attempts.


    Yeah there's a lot of useful data collected by the wiki crowdsourcing project RuneScape:Crowdsourcing - OSRS Wiki
    Oh ur right thx. For any1 else looking the accurate mining info can be found here: Pickaxe - OSRS Wiki

    Sadly not every rock seem to have the low and high value data added to them.
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    Quote Originally Posted by mige5 View Post
    Oh ur right thx. For any1 else looking the accurate mining info can be found here: Pickaxe - OSRS Wiki

    Sadly not every rock seem to have the low and high value data added to them.
    A good majority is covered now. Wiki crowdsourcing relies on the RuneLite plugin, which is a bit of an issue for them right now. RuneLite does not expose the necessary variables/hooks for the crowdsourcing project to track mining, fishing or woodcutting. This is primarily due to the fact that they can't know how many rolls have occurred before you successfully get something, as the necessary events don't trigger in RL. I had a discussion with the wiki fellas about a year ago, gave them a solution as well but it requires RuneLite to perform some changes/expose more information, seems they've not done that.
    Most of the info you see for those skills has been gathered over time from Mod Ash, one element at a time.
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  7. #5  
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    Quote Originally Posted by Greg View Post
    That's because pickaxes don't effect the chance of mining only the frequency of attempts.


    Yeah there's a lot of useful data collected by the wiki crowdsourcing project RuneScape:Crowdsourcing - OSRS Wiki
    Hey any idea how the mining sound effect should work? - There seems to be atleast 3 different sound effects: 1 hit, 3 hits, 5 hits.

    I first thought about using the ones with more hits on the slower pickaxes but doesnt really work out, as if u click to stop mining right after starting, the longer sound effect is just out of place there.
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    Quote Originally Posted by mige5 View Post
    Hey any idea how the mining sound effect should work? - There seems to be atleast 3 different sound effects: 1 hit, 3 hits, 5 hits.

    I first thought about using the ones with more hits on the slower pickaxes but doesnt really work out, as if u click to stop mining right after starting, the longer sound effect is just out of place there.
    Unfortunately not, in the revision I work with (634) and I presume osrs too, the sound effect is tied to the animation automatically. The animation definition contains int[][] sounds, for example for animation 624:

    Code:
    [null, null, null, null, [736544, 2881, 2878, 2876, 2880, 2879], null, null, null, [736544, 2881, 2878, 2876, 2880, 2879], null, null, null, [736544, 2881, 2878, 2876, 2880, 2879], null, null, null, null, null, null, null, null, null, null, null, null, null, null, null, null, null, null, null, null, null, null, null, null, null, [736544, 2881, 2878, 2876, 2880, 2879], null, null, null, null, null, null, null, null, null, null, null, null, null, [736544, 2881, 2878, 2876, 2880, 2879], null, null, null, null, null, null, null, null, null, null, null, null, null, null, null, null, null, null, null, null, null, null, null, null, null, null, null, null, null, null, null, null, null, null, null, [736544, 2881, 2878, 2876, 2880, 2879]]
    2878-2881 are individual midi sounds for each pick strike, I expect the delay between them is tied to the animation frames.
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    Quote Originally Posted by Greg View Post
    Unfortunately not, in the revision I work with (634) and I presume osrs too, the sound effect is tied to the animation automatically. The animation definition contains int[][] sounds, for example for animation 624:

    Code:
    [null, null, null, null, [736544, 2881, 2878, 2876, 2880, 2879], null, null, null, [736544, 2881, 2878, 2876, 2880, 2879], null, null, null, [736544, 2881, 2878, 2876, 2880, 2879], null, null, null, null, null, null, null, null, null, null, null, null, null, null, null, null, null, null, null, null, null, null, null, null, null, [736544, 2881, 2878, 2876, 2880, 2879], null, null, null, null, null, null, null, null, null, null, null, null, null, [736544, 2881, 2878, 2876, 2880, 2879], null, null, null, null, null, null, null, null, null, null, null, null, null, null, null, null, null, null, null, null, null, null, null, null, null, null, null, null, null, null, null, null, null, null, null, [736544, 2881, 2878, 2876, 2880, 2879]]
    2878-2881 are individual midi sounds for each pick strike, I expect the delay between them is tied to the animation frames.
    Yeah thats advantage of newer revisions. - not sure if earliest rev. #400 builds have it but atleast on #474 theres atleast some anims that has this if not all.
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    Quote Originally Posted by mige5 View Post
    Yeah thats advantage of newer revisions. - not sure if earliest rev. #400 builds have it but atleast on #474 theres atleast some anims that has this if not all.
    This is the update they added sounds to animations:

    Update:Area Sounds - The RuneScape Wiki
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    Quote Originally Posted by Dust R I P View Post
    This is the update they added sounds to animations:

    Update:Area Sounds - The RuneScape Wiki
    thank you
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    Quote Originally Posted by mige5 View Post
    Yeah thats advantage of newer revisions. - not sure if earliest rev. #400 builds have it but atleast on #474 theres atleast some anims that has this if not all.
    If you need help adding support for area animation sounds let me know, this is something I've refactored in my 459 client!
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