Thread: Ruse Ironman Vs Regular XP Rates

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  1. #1 Ruse Ironman Vs Regular XP Rates 
    Jake from State Farm

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    I see that the XP rates for ironman skills are a little over half of regular XP rates,

    but combat XP rates is exactly the same in both modes.. There is no if ironman..


    Skill.java
    Code:
    package com.ruseps.model;
    
    import com.ruseps.util.Misc;
    
    
    /**
     * This enum contains data used as constants for skill configurations
     * such as experience rates, string id's for interface updating.
     * @author Gabriel Hannason
     */
    public enum Skill {
    
    	ATTACK(6247, 1, 0),
    	DEFENCE(6253, 1, 6),
    	STRENGTH(6206, 1, 3),
    	CONSTITUTION(6216, 3, 1),
    	RANGED(4443, 2, 9),
    	PRAYER(6242, 6, 12),
    	MAGIC(6211, 2, 15),
    	COOKING(6226, 1, 11),
    	WOODCUTTING(4272, 1, 17),
    	FLETCHING(6231, 2, 16),
    	FISHING(6258, 1, 25),
    	FIREMAKING(4282, 2, 14),
    	CRAFTING(6263, 4, 13),
    	SMITHING(6221, 7, 5),
    	MINING(4416, 3, 2),
    	HERBLORE(6237, 4, 7),
    	AGILITY(4277, 4, 4),
    	THIEVING(4261, 1, 10),
    	SLAYER(12122, 6, 19),
    	FARMING(5267, 4, 20),
    	RUNECRAFTING(4267, 3, 18),
    	CONSTRUCTION(7267, 3, 21),
    	HUNTER(8267, 3, 22),
    	SUMMONING(9267, 5, 23),
    	DUNGEONEERING(10267, 5, 24);
    
    	private Skill(int chatboxInterface, int prestigePoints, int prestigeId) {
    		this.chatboxInterface = chatboxInterface;
    		this.prestigePoints = prestigePoints;
    		this.prestigeId = prestigeId;
    	}
    
    	/**
    	 * The skill's chatbox interface
    	 * The interface which will be sent
    	 * on levelup.
    	 */
    	private int chatboxInterface;
    
    	/**
    	 * The amount of points
    	 * the player will receive 
    	 * for prestiging the skill.
    	 */
    	private int prestigePoints;
    	
    	/**
    	 * The button id for prestiging
    	 * this skill.
    	 */
    	private int prestigeId;
    	
    	/**
    	 * Gets the Skill's chatbox interface.
    	 * @return The interface which will be sent on levelup.
    	 */
    	public int getChatboxInterface() {
    		return chatboxInterface;
    	}
    	
    	/**
    	 * Get's the amount of points the player
    	 * will receive for prestiging the skill.
    	 * @return The prestige points reward.
    	 */
    	public int getPrestigePoints() {
    		return prestigePoints;
    	}
    	
    	
    	/**
    	 * Gets the Skill's name.
    	 * @return	The skill's name in a lower case format.
    	 */
    	public String getName() {
    		return toString().toLowerCase();
    	}
    
    	/**
    	 * Gets the Skill's name.
    	 * @return	The skill's name in a formatted way.
    	 */
    	public String getFormatName() {
    		return Misc.formatText(getName());
    	}
    
    	/**
    	 * Gets the Skill value which ordinal() matches {@code id}.
    	 * @param id	The index of the skill to fetch Skill instance for.
    	 * @return		The Skill instance.
    	 */
    	public static Skill forId(int id) {
    		for (Skill skill : Skill.values()) {
    			if (skill.ordinal() == id) {
    				return skill;
    			}
    		}
    		return null;
    	}
    	
    	/**
    	 * Gets the Skill value which prestigeId matches {@code id}.
    	 * @param id	The skill with matching prestigeId to fetch.
    	 * @return		The Skill instance.
    	 */
    	public static Skill forPrestigeId(int id) {
    		for (Skill skill : Skill.values()) {
    			if (skill.prestigeId == id) {
    				return skill;
    			}
    		}
    		return null;
    	}
    
    	/**
    	 * Gets the Skill value which name matches {@code name}.
    	 * @param string	The name of the skill to fetch Skill instance for.
    	 * @return		The Skill instance.
    	 */
    	public static Skill forName(String name) {
    		for (Skill skill : Skill.values()) {
    			if (skill.toString().equalsIgnoreCase(name)) {
    				return skill;
    			}
    		}
    		return null;
    	}
    
    	/**
    	 * Custom skill multipliers
    	 * @return multiplier.
    	 */
    	public int getExperienceMultiplier() {
    		switch(this) {
    		case ATTACK:
    			return ATTACK_MODIFIER;
    		case DEFENCE:
    			return DEFENCE_MODIFIER;
    		case STRENGTH:
    			return STRENGTH_MODIFIER;
    		case CONSTITUTION:
    			return CONSTITUTION_MODIFIER;
    		case RANGED:
    			return RANGED_MODIFIER;
    		case PRAYER:
    			return PRAYER_MODIFIER;
    		case MAGIC:
    			return MAGIC_MODIFIER;
    		default:
    			return 1;
    		}
    	}
    
    	public static final int ATTACK_MODIFIER = 230;
    	public static final int DEFENCE_MODIFIER = 230;
    	public static final int STRENGTH_MODIFIER = 230;
    	public static final int CONSTITUTION_MODIFIER = 190;
    	public static final int RANGED_MODIFIER = 260;
    	public static final int PRAYER_MODIFIER = 50;
    	public static final int MAGIC_MODIFIER = 290;
    }
    Here is the method for modifiers but I really don't get it, it seems like changing ironman XP rates would only be in effect when bonus XP is active?

    Code:
    	/**
    	 * Adds experience to {@code skill} by the {@code experience} amount.
    	 * @param skill			The skill to add experience to.
    	 * @param experience	The amount of experience to add to the skill.
    	 * @return				The Skills instance.
    	 */
    	public SkillManager addExperience(Skill skill, int experience) {
    		if(player.experienceLocked())
    			return this;
    		/*
    		 * If the experience in the skill is already greater or equal to
    		 * {@code MAX_EXPERIENCE} then stop.
    		 */
    		if (this.skills.experience[skill.ordinal()] >= MAX_EXPERIENCE)
    			return this;
    
    		experience *= player.getRights().getExperienceGainModifier();
    		if(WellOfGoodwill.isActive())
    			experience *= 1.3;
    		if(player.getGameMode() != GameMode.NORMAL) {
    			experience *= 0.6;
    		}
    
    		if(GameSettings.BONUS_EXP) {
    			experience *= 1.30; //15
    		}
    
    		if(player.getMinutesBonusExp() != -1) {
    			if(player.getGameMode() != GameMode.NORMAL) {
    				experience *= 1.10;
    			} else {
    				experience *= 1.30;
    			}
    		}
    Here is gamemode.java
    Code:
    package com.ruseps.model;
    
    import com.ruseps.model.container.impl.Bank;
    import com.ruseps.world.content.Achievements.AchievementData;
    import com.ruseps.world.content.PlayerPanel;
    import com.ruseps.world.content.dialogue.DialogueManager;
    import com.ruseps.world.content.dialogue.impl.Tutorial;
    import com.ruseps.world.content.skill.impl.slayer.SlayerMaster;
    import com.ruseps.world.content.skill.impl.slayer.SlayerTasks;
    import com.ruseps.world.entity.impl.player.Player;
    
    public enum GameMode {
    
    	NORMAL,
    	HARDCORE_IRONMAN,
    	IRONMAN;
    
    	public static void set(Player player, GameMode newMode, boolean death) {
    		if(!death && !player.getClickDelay().elapsed(1000))
    			return;
    		player.getClickDelay().reset();
    		player.getPacketSender().sendInterfaceRemoval();
    		if(newMode != player.getGameMode() || death) {
    			if(!player.newPlayer()) {
    				player.getEquipment().resetItems().refreshItems();
    				player.getInventory().resetItems().refreshItems();
    				for(Bank b : player.getBanks()) {
    					b.resetItems();
    				}
    				player.getSlayer().resetSlayerTask();
    				player.getSlayer().setSlayerTask(SlayerTasks.NO_TASK).setAmountToSlay(0).setTaskStreak(0).setSlayerMaster(SlayerMaster.VANNAKA);
    				player.getSkillManager().newSkillManager();
    				for(Skill skill : Skill.values()) {
    					player.getSkillManager().updateSkill(skill);
    				}
    				for(AchievementData d : AchievementData.values()) {
    					player.getAchievementAttributes().setCompletion(d.ordinal(), false);
    				}
    				player.getMinigameAttributes().getRecipeForDisasterAttributes().reset();
    				player.getMinigameAttributes().getNomadAttributes().reset();
    				player.getKillsTracker().clear();
    				player.getDropLog().clear();
    				player.getPointsHandler().reset();
    				PlayerPanel.refreshPanel(player);
    				player.getUpdateFlag().flag(Flag.APPEARANCE);
    				if(player.didReceiveStarter()) {
    					if(newMode != GameMode.NORMAL) {
    						player.getInventory().add(995, 10000).add(1153, 1).add(1115, 1).add(1067, 1).add(1323, 1).add(1191, 1).add(841, 1).add(882, 50).add(1167, 1).add(1129, 1).add(1095, 1).add(1063, 1).add(579, 1).add(577, 1).add(1011, 1).add(1379, 1).add(556, 50).add(558, 50).add(557, 50).add(555, 50).add(1351, 1).add(1265, 1).add(1712, 1).add(11118, 1).add(1007, 1).add(1061, 1).add(330, 100).add(1419, 1);
    					} else {
    						player.getInventory().add(995, 5000000).add(1153, 1).add(1115, 1).add(1067, 1).add(1323, 1).add(1191, 1).add(841, 1).add(882, 1000).add(1167, 1).add(1129, 1).add(1095, 1).add(1063, 1).add(579, 1).add(577, 1).add(1011, 1).add(1379, 1).add(556, 1000).add(558, 1000).add(557, 1000).add(555, 1000).add(1351, 1).add(1265, 1).add(1712, 1).add(11118, 1).add(1007, 1).add(1061, 1).add(386, 100).add(1419, 1);
    					}
    				} else {
    					player.getPacketSender().sendMessage("Your connection has received enough starting items.");
    				}
    			}
    		}
    		player.setGameMode(newMode);
    		player.getPacketSender().sendIronmanMode(newMode.ordinal());
    		if(!death) {
    			player.getPacketSender().sendMessage("").sendMessage("You've set your gamemode to "+newMode.name().toLowerCase().replaceAll("_", " ")+".").sendMessage("If you wish to change it, please talk to the town crier in Edgeville.");
    		} else {
    			player.getPacketSender().sendMessage("Your account progress has been reset.");
    		}
    		if(player.newPlayer()) {
    			player.setPlayerLocked(true);
    			DialogueManager.start(player, Tutorial.get(player, 0));
    		} else {
    			player.setPlayerLocked(false);
    		}
    	}
    }
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  2. #2  
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    Code:
    		if(player.getGameMode() != GameMode.NORMAL) {
    			experience *= 0.6;
    		}
    I scanned it with my bare eyes for a little over ten seconds lol
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  3. #3  
    Jake from State Farm

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    Quote Originally Posted by Eyeownyew View Post
    Code:
    		if(player.getGameMode() != GameMode.NORMAL) {
    			experience *= 0.6;
    		}
    I scanned it with my bare eyes for a little over ten seconds lol
    I don't see how that has anything to do with ironman XP rate? I wanted to leave regular as the same and change ironman. Plus combat isn't devided ironman/regular, they are both the same.
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  4. #4  
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    Quote Originally Posted by Runite420 View Post
    I don't see how that has anything to do with ironman XP rate? I wanted to leave regular as the same and change ironman. Plus combat isn't devided ironman/regular, they are both the same.
    he gave you the answer "if the player is not a normal type player" the xp will be *0.6 remove this entire line it is useless lol

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  6. #5  
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    Quote Originally Posted by Runite420 View Post
    I don't see how that has anything to do with ironman XP rate? I wanted to leave regular as the same and change ironman. Plus combat isn't devided ironman/regular, they are both the same.
    ..you kidding me? read up on boolean logic, or even just the basics of a programming language, before you start trying to program

    also make at least SOME effort to try and use investigative learning to figure it out. you're not even trying
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  8. #6  
    Jake from State Farm

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    Alright you guys are right. I was expecting it to show ironman like it does regular. Repped and thanked you both.
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