Thread: Ornate Rejuvenation Pool

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  1. #1 Ornate Rejuvenation Pool 
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    Hey,

    I added the ornate rejuvenation pool to my server, made it so it restores all the combat stats to the level of the player. Now the thing is, I can only drink from some sides of the pool and other sides just don't work. Here's what I mean:
    Attached image

    As you can see the east and north sides of the pool don't seem to work while the south and west sides of the pool do work, anyone know why?
    Spoiler for Vouches:
    Quote Originally Posted by StrayDog View Post
    Thanks Mathy for helping me with my server
    Quote Originally Posted by triscool1987 View Post
    Great Help, thanks Mathy_!
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  2. #2  
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    Probably clipped tiles.
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  3. #3  
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    Not sure what base you're using but I've seen the same thing happen before and the fix was to edit the value of the objects size (for when calculating player distance from it in server).
    Could be that. Maybe something else too...


    I found this in ClickObject.java (packet class) in an old project.


    Code:
    switch (player.objectId) {
                    
                    case 4388://zamorak portal
                    	player.objectDistance = 3;
                    	break;
                    case 4408://guthix portal
                    	player.objectDistance = 3;
                    	break;
                    case 4387://saradomin portal
                    	player.objectDistance = 3;
                    	break;
                    	
                    case 6:
                    	player.objectDistance = 3;
                    	player.objectXOffset = 1;
                    	player.objectYOffset = 1;
                    	break;
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  4. #4  
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    Quote Originally Posted by Hitten View Post
    Not sure what base you're using but I've seen the same thing happen before and the fix was to edit the value of the objects size (for when calculating player distance from it in server).
    Could be that. Maybe something else too...


    I found this in ClickObject.java (packet class) in an old project.


    Code:
    switch (player.objectId) {
                    
                    case 4388://zamorak portal
                    	player.objectDistance = 3;
                    	break;
                    case 4408://guthix portal
                    	player.objectDistance = 3;
                    	break;
                    case 4387://saradomin portal
                    	player.objectDistance = 3;
                    	break;
                    	
                    case 6:
                    	player.objectDistance = 3;
                    	player.objectXOffset = 1;
                    	player.objectYOffset = 1;
                    	break;
    Not the proper fix, also stay away from those nasty PI variables. Gather all the information from the actual definition.

    @OP use a command to check which tiles are clipped place empty vials on them see if the tile is clipped. I am 99% sure they are, because its next to the pillar object.
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  5. #5  
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    Arch337's Avatar
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    Check your first click object packet and see where it prevent you from finishing the action.


    "A fail act is something you do regular, but a dumb act is something you can learn from"
    Spoiler for Problem?:
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  6. #6  
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    Load object sizes from the osrs cache and then take the sizex and sizey into account when calculating the path...
    Attached image
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  7. #7  
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    Quote Originally Posted by Hitten View Post
    Not sure what base you're using but I've seen the same thing happen before and the fix was to edit the value of the objects size (for when calculating player distance from it in server).
    Could be that. Maybe something else too...


    I found this in ClickObject.java (packet class) in an old project.


    Code:
    switch (player.objectId) {
                    
                    case 4388://zamorak portal
                    	player.objectDistance = 3;
                    	break;
                    case 4408://guthix portal
                    	player.objectDistance = 3;
                    	break;
                    case 4387://saradomin portal
                    	player.objectDistance = 3;
                    	break;
                    	
                    case 6:
                    	player.objectDistance = 3;
                    	player.objectXOffset = 1;
                    	player.objectYOffset = 1;
                    	break;
    Quote Originally Posted by _Patrick_ View Post
    Not the proper fix, also stay away from those nasty PI variables. Gather all the information from the actual definition.

    @OP use a command to check which tiles are clipped place empty vials on them see if the tile is clipped. I am 99% sure they are, because its next to the pillar object.
    Quote Originally Posted by xfukecx View Post
    Load object sizes from the osrs cache and then take the sizex and sizey into account when calculating the path...
    So I moved the Pool to another spot:
    Attached image

    And it still does the same. I used the Object Definition from a OSRS cache dump, here's the int that came out after some modifications:
    Spoiler for Ornate Pool Int:
    Code:
            case 29241:
                definition.name = "Ornate Rejuvenation Pool";
            	definition.actions = new String[] {"Drink"};
            	definition.brightness = 40;
            	//definition.ambientSoundId = 2149;
            	//definition.anInt2083 = 3;
            	//definition.animation = 7304;
                definition.isSolidObject = true;
            	//definition.clipType = 1;
            	definition.sizeX = 2;
            	definition.objectModelIDs = new int[] {32101};
            	definition.sizeY = 2;
                definition.isUnwalkable = true;
                definition.adjustToTerrain = false;
                definition.hasActions = true;
                definition.animationID = -1;
                definition.modelSizeX = 128;
                definition.modelSizeH = 128;
                definition.modelSizeY = 128;
                definition.plane = 0;
                definition.offsetX = 3;
                definition.offsetH = 1;
                definition.offsetY = 1;
            break;


    Using Ruse, btw.
    Spoiler for Vouches:
    Quote Originally Posted by StrayDog View Post
    Thanks Mathy for helping me with my server
    Quote Originally Posted by triscool1987 View Post
    Great Help, thanks Mathy_!
    Reply With Quote  
     

  8. #8  
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    Quote Originally Posted by Mathy View Post
    So I moved the Pool to another spot:
    Attached image

    And it still does the same. I used the Object Definition from a OSRS cache dump, here's the int that came out after some modifications:
    Spoiler for Ornate Pool Int:
    Code:
            case 29241:
                definition.name = "Ornate Rejuvenation Pool";
            	definition.actions = new String[] {"Drink"};
            	definition.brightness = 40;
            	//definition.ambientSoundId = 2149;
            	//definition.anInt2083 = 3;
            	//definition.animation = 7304;
                definition.isSolidObject = true;
            	//definition.clipType = 1;
            	definition.sizeX = 2;
            	definition.objectModelIDs = new int[] {32101};
            	definition.sizeY = 2;
                definition.isUnwalkable = true;
                definition.adjustToTerrain = false;
                definition.hasActions = true;
                definition.animationID = -1;
                definition.modelSizeX = 128;
                definition.modelSizeH = 128;
                definition.modelSizeY = 128;
                definition.plane = 0;
                definition.offsetX = 3;
                definition.offsetH = 1;
                definition.offsetY = 1;
            break;


    Using Ruse, btw.
    check your pathfinding, if it uses the osrs size definitions. There is your problem
    Attached image
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  9. #9  
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    Quote Originally Posted by xfukecx View Post
    check your pathfinding, if it uses the osrs size definitions. There is your problem
    And how do I find the pathfinding?
    Spoiler for Vouches:
    Quote Originally Posted by StrayDog View Post
    Thanks Mathy for helping me with my server
    Quote Originally Posted by triscool1987 View Post
    Great Help, thanks Mathy_!
    Reply With Quote  
     

  10. #10  
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    I'm quite sure I know how to fix this. In my Ruse source the RegionClipping.java is quite shitty, also I had missing .gz files in data/maps. So I found another RegionClipping.java from another ruse source and ripped it and fixed other relevant methods that came with it. Now when I click on objects it registers the first click packet and it's fixed for my purposes. I was having problems since I couldn't code certain ladders as it was getting denied at the RegionClipping.objectsExists() part inside ObjectActionPacketListener.java

    Code:
    if(id > 0 && id != 6 && !RegionClipping.objectExists(gameObject) && id != 9294) {
    	//	player.getPacketSender().sendMessage("An error occured. Error code: "+id).sendMessage("Please report the error to a staff member.");
    	return;
    }
    Another cheap fix would be this
    Code:
    	public static boolean objectExists(GameObject object) {
    		Location loc = Location.getLocation(object);
    		Position pos = object.getPosition();
    		int id = object.getId();
    		boolean barrows = pos.getZ() == -1
    				&& object.getDefinition() != null
    				&& (object.getDefinition().getName().toLowerCase()
    						.contains("sarcophagus") || object.getDefinition()
    						.getName().toLowerCase().contains("staircase"))
    				|| loc != null && loc == Location.BARROWS;
    		boolean catherbyAquariums = id == 10091 && pos.getX() >= 2829
    				&& pos.getX() <= 2832 && pos.getY() >= 3441
    				&& pos.getY() <= 3447;
    		boolean freeForAllPortal = id == 38700 && pos.getX() == 2814
    				&& pos.getY() == 5509;
    		boolean warriorsGuild = id == 15653 && pos.getX() == 2877
    				&& pos.getY() == 3546 || loc == Location.WARRIORS_GUILD;
    		boolean fightPit = id == 9369 && pos.getX() == 2399
    				&& pos.getY() == 5176 || id == 9368 && pos.getX() == 2399
    				&& pos.getY() == 5168;
    		boolean barbCourseRopeswing = id == 2282 && pos.getX() == 2551
    				&& pos.getY() == 3550;
    		boolean lumbridgeCastle = id == 12348 && pos.getX() == 3207
    				&& pos.getY() == 3217 || id == 1738 && pos.getX() == 3204
    				&& pos.getY() == 3207 || id == 1739 && pos.getX() == 3204
    				&& pos.getY() == 3207 && pos.getZ() == 1 || id == 1739
    				&& pos.getX() == 3204 && pos.getY() == 3229 && pos.getZ() == 1;
    		boolean rfd = id == 12356
    				&& (pos.getX() == 1900 && pos.getY() == 5345
    						|| pos.getX() == 1899 && pos.getY() == 5366
    						|| pos.getX() == 1910 && pos.getY() == 5356 || pos
    						.getX() == 1889 && pos.getY() == 5355);
    		boolean lunar = id == 29944 && pos.getX() == 2111 && pos.getY() == 3917;
    		boolean chaosTunnels = id == 28779; // It checks player coords anyway
    		boolean trees = id == 1306
    				&& pos.getX() == 2696
    				&& pos.getY() == 3423
    				|| id == 1307
    				&& (pos.getX() == 2727 && pos.getY() == 3501 || pos.getX() == 2729
    						&& pos.getY() == 3481);
    		boolean godwars = pos.getZ() == 2;
    		boolean lawAltar = id == 2485 && pos.getX() == 2463
    				&& pos.getY() == 4831;
    		boolean mageBankLever = id == 5959 && pos.getX() == 3090
    				&& pos.getY() == 3956;
    		boolean well = id == 884 && pos.getX() == 3084 && pos.getY() == 3502;
    		boolean waterRcAltar = id == 2480 && pos.getX() == 3483 && pos.getY() == 4835;
    		boolean crystalChest = id == 172 && pos.getX() == 3077 && pos.getY() == 3497;
    		if (well || mageBankLever || lawAltar || trees || chaosTunnels || lunar || barrows || rfd || lumbridgeCastle || barbCourseRopeswing || catherbyAquariums || freeForAllPortal || warriorsGuild || fightPit || godwars || barrows || waterRcAltar || crystalChest)
    			return true;
    		int[] info = getObjectInformation(object.getPosition());
    		if (info != null) {
    			if (info[2] == object.getId()) {
    				return true;
    			}
    		}
    		return false;
    	}
    Add
    Code:
    boolean ornatePool = id == 29241;
    and add that to the long chain of returning true cases.
    Code:
    if (ornatePool || well || ...
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