Add media, good luck.
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Hi everyone,
I present my on-going project for the past two years to the RSPS community. I plan to, at some point, finish this and get it up and running, but that date is quite far off as I have too much happening at the moment. I will include pictures, videos, and more information at a later date, but for now here's all the update logs and information I can release.
Update List (warning, long)
[SPOIL]Monday, May 31st, 2010
Hidden update (stolen source fix)
Fixed bank closing glitch when you changed an item's position
Fixed ability to keep bank window open everywhere
Sunday, June 6th, 2010
Completely fixed banking glitches - you can't run with bank window open now
and switching item slots doesn't close it
Fixed dying and respawn/emote glitch completely
Wednesday, December 1st, 2011
Fixed banking glitch where one could open bank with "quickly" option and
then run around with an open bank window
This was a currentFrame problem. It had the currentFrame at -1 with no
interfaces up, and it would set it to -1 when the "quickly" bank method
was used. Now the current frame sets to 5292 like the normal banking option,
thus changing frame upon walking and closing the bank window.
Wednesday December 14th, 2011
Trying to fix bug where items cannot be swapped in inventory when bank window is open.
This is probably not a current frame glitch.
Saturday December 18th, 2011
- Dagger timers, animations, names, dragon defender
Sunday December 19th, 2011
Added old school whip with max/zero spec and 15 second entangle delay
Added old school special attack to magic shortbow
Fixed Godmode so that I can attack players anywhere if I desire
Fixed HP bug -- food heals correctly now (todo has correct date of completion)
Thurs December 22th, 2011
Added full 4% interest methods and variables for bank
next step is added it to process list
Added double XP on Saturdays
Friday December 23rd, 2011
Completed full 4% bank interest -- operates on 3600 count schedule for 4%
Removed all pointless instances of banker since they don't work anyway
Only instance remaining will be for installation of lottery
EDIT://New dueling area at Edgeville below (prestige guild edited on 11:05 PM 2/5/2012)
Added rare shop near new duel challenge location (will add more rares)
Duel arena has been moved to edgeville (home)
Fixed win/loss teles for dueling
D claws fully added except 4 hit ability
Saturday December 24th, 2011
D claw spec added -- all 4 hits and proper damage
but you can't see the final two hits because they overlap the 2nd two hits.
Added a slight delay on process for last two hits --- now all 4 hits can be seen
Error occurs randomly
Fixed error .. was due to p.appendHit having a nulled p, meaning attackingplayerId
Dragon claws completely finished for now.
Sunday December 25th, 2011
Fixed whip nested if list so that special once again hits a maximum or zero damageHit
Did a small fix with dragon claws so that if the first two hits are zero, the 3rd and 4th hits
will be calculated at 75% of the max and will be the same, unless the 3rd hit is also zero
in which case the 4th hit is calculated at 150% of playerMax
Monday December 26th, 2011
Installed preliminary version of lottery. Updates required.
Finished updates on lottery, adding extremely rare jackpot and 1.2 multiplier so money is put into game.
Fixed item switching while bank window is open
Fixed lure area stuff so that new areas can be added easily
Wednesday December 28th, 2011
Added chaotic maul & chaotic raiper with correct attack emotions for everything except FightType == 3 on rapier (stab)
Removed smithability & dropability of newly created chaotics -- added ItemRename.txt for new item creation/deletion
KBD now drops 1 black d hide everytime, in addition to 1 random item from list. List is noted d bones and 2%/4% for AGS/BGS.
Fixed rapier attack styles and animations
Sunday January 1st, 2012
Added instant updates to server so restart isn't needed (jrebel)
Xmas crackers now work fully on other players
10:20 PM 1/3/2012
Figured out how to do timestamps lol (f5, will use it)
Started doing econ stuff --
Theiving base is 450k an hour max until 99, then it goes to 1620k/hr theiving 900 gp per steal // EDIT ON 12:55 AM 1/28/2012// changed to 900k max for 500 gp steal at 99
Theiving guild will be located at old dueling arena and will be populated with lots of women warrior things
Made required level 99 thief to steal from them
Added full items in rare shop + some prices (needs more)
8:08 PM 1/4/2012
Figured out full hours of work for prices and will add them to rare shop
9:26 PM 1/5/2012
Made GS specs stronger (50% and 28% ags/bgs respectively for maxhit)
Fixed godmode further -- infHp is now a player by player variable
Fixed blood spells; heals half hit instead of 1/4 hit (done) (blood barrage max = 30)
Fixed shadow blitz (50%) and shadow barrage (25%) to have their hits recalculated if 0 occurs (blitz max = 15, barrage max = 30)
12:43 PM 1/6/2012
Added full rares with proper prices to rare shop in edge dueling areana
9:13 PM 1/27/2012
Learned how colors work and how hexidecimal conversion works within colors
Added test color (0xAFFF3F)
Econ should be based on 450k/hr and 99 skill should be 900k/hr // edited 1/3/2012 entry
Theiving nearly complete; old dueling arena to become theiving guild
3:42 AM 1/28/2012
Learned teleother command existed (was going to create it)
Fixed torag set effect; works 100% of hits and cancels victim's run
KBD tab fixed; quest tab needs more updates in future
Edgeville deposit box ready for cash/item gamble setup
4:03 PM 1/29/2012
wrote features list for when server goes up
Done gamble system
Started installing prestige system
- combat master dialogue setup
- next is player variable for prestige level (make it like playerRights)
done adding prestige variable; it is directly under player rights (1:59 AM 1/30/2012)
fully finished prestige (besides shops)
3:40 PM 1/30/2012
changed prices of 99 skill capes and added rest of capes to shop
finished adding system to buy 99s through skill cape (prices need to be changed later; add FM and WC cape)
Prestige system checks
Robe shop + prices
11:45 AM 1/31/2012
Finished all robes + prices
1st update (updated)
6:45 PM 1/31/2012
Server sided buy X done
Client sided buy X done
8:02 AM 2/1/2012
Client Sided Sell X done (hard/annoying as fuck to find how to add it through RSinterface)
In order to add a new right click option while in shops, I had to find either the parentID,
or the InterfaceId. Since I knew which packet handled mouse clicks, I could simply have
the CurrentFrame print on every click, and then InterfaceId print on itemoption1(). Since
"value" while in shops is itemoption1, this printed the InterfaceId everytime. Through this,
I found that the InterfaceId of inventory while shop is open is 3823. InterfaceId client sided
(in RSinterface) translates to "RSInterface.id == 3823"; so I made a conditional check
and if true then RSInterface.actions[4] = "Sell X";
After that, the client would load the Sell X option for InterfaceId == 3823, or in other words,
inventory when shop is open. This is similar to how bank store all/store X work.
1:35 PM 2/1/2012
Server sided sell X done
Buy X and Sell X fixes (server; work perfectly now -- it was an if (conditional); problem ... ending the if with a
12:19 AM 2/2/2012
While trying to fix shop directions, I fucked up all NPCs. They move around randomly now no matter what I do, even
after commenting out the code I added. I'm really lost on this one.
12:23 AM 2/2/2012
Fixed above. I had changed the direction variable to static, meaning that everytime it was referenced, it would
update every NPC, making their direction constantly -1, forcing them to fix position.
2:06 PM 2/3/2012
Npc 84 (black demon) being tailored for dragon claw drop
max hit = 50 (from 16)
HP = 320 (from 172)
Player can only use range
3:05 PM 2/3/2012
Added a second lure area && made all lure areas multi
5:39 PM 2/5/2012
Aded Prestige Guild (house west of bank in Edgeville)
- currently has level 1 (inside gate) and level 2 (inside actual house)
- added some objects and some boolean checks to prevent noclipping etc
- will need to change boolean prestigeArea() at some point
- add shops and teleports from inside guild
- fixed Prestige quest interface
Added new magic system interface quest info tab
(blitz\barrage for shadow, smoke, ice, blood)
11:05 PM 2/5/2012
Updating all txt files for future release
1:07 AM 2/9/2012
Full magic system done according to [MagicChanges.txt]
6:47 AM 2/13/2012
Prestige ideas
Verac set 75% through prayer and 50% ignores player/npc defense
3:31 AM 2/14/2012
3-way trade dupe fixed
Restored experience rates to Battlescape 317
Fenced off Prestige Guild from duel arena with animal skulls
4:40 AM 2/16/2012
Prestige Guild level 3 added -- gold bars to coins with chisel
2:37 AM 2/18/2012
Guthan effect changed from ~43% percent to 50%
Updated some txt files
10:11 PM 2/19/2012
Barrows weapons removed from shop (to be added to barrow's bro mini game)
Barrow armor shop moved to prestige level 1
2:13 AM 2/20/2012
Zam mage has inf runes and proper conditionals (no food/teles if you want to buy from him)
Players complete Zmage quest upon login (quest doesn't matter anymore)
Thief Xp fixed
7:01 PM 2/22/2012
Installed system where chance to win on bet is randomized every hour
Prestige Guild level 4 added
- NPC ("Informant") where players can check the current win chances (inside information)
1:52 PM 2/24/2012
Fixed whip animations glitch with running/eating etc
Installed normal whip and old-school whip
9:58 AM 2/25/2012
Barrows drops are only barrow weapons, blood/death/chaos runes, and bolt racks
All barrows weapon drops are 4% chance (4/5 then 1/20 random number) per kill
8:16 AM 2/26/2012
Zmage and Abyss works correctly
9:58 AM 2/27/2012
Prestige 4 has object for teleportation to prestige 5 zone (ideas on where? // old magic training grounds)
4:03 PM 2/28/2012
rename 5020-5023 (4 items) for smoke, ice, shadow, and blood barrage tickets (50 per)
3:31 PM 3/11/2012
5th prestige done (old magic training grounds)
- whip can be un-nerfed to Old-School whip
- removed trade option via client's EntityDef
2:24 PM 4/15/2012
Read through Server texts and updates
10:45 AM 5/8/2012
Read through texts and updates[/SPOIL]
To-do List
[SPOIL]- Fix cant move/switch items while in banking\trade screen etc (switchItems()(done 12-26-11)
- delete banker NPCs because booths work and bankers do nothing (done 12-23-11)
- Update client graphic (done 12-17-11)
- rules (done 12-17-11)
- fix dagger attack emotes (done 12-17-11)
- make sure all addItem(995, x) has a decently low sized x value (done 12-17-11)
- search "position fix" and do that (done 12-21-11)
- add "interest" on banked gold (what % should it be? 4?) (done 12-22-11)
- fixing eating (puts max HP) (done 12-21-11)
- fix spec twice in a row with msb (just 2x click after 1st special)
- finish lottery (lottery.java) (installed 12-16-11)
- swap/insert bank buttons (done 12-26-11)
- rename NPCs that should be renamed (lottery, rare seller, combat guide so far) (done 12-26-11) client sided
- fix KBD defense unless it's multi monster (changed to 140 instead of 240 on 12-28-11)
- add firemaking (done 01-02-12)
- fix godmode working for all players on server (done 12:49 AM 1/6/2012)
- make torag set effect useful (done 4:50 PM 1/28/2012; set now makes player receiving attack walk 100% of the time)
- client sided remake of quest tab interface to make it more user friendly and neat (update KBD info too) (done 4:51 PM 1/28/2012; more to come)
- install gambling with items/cash (done 5:13 PM 1/29/2012)
- prestige mode (no shops; done 3:18 AM 1/30/2012)
- finish cape shop (buy 99s; makes skill 99 upon equipping the item; done 7:17 PM 1/30/2012; needs FM and WC cape)
- change "100" option on shops/trade/bank ect. to "X" and have the "Enter Amt" window open up ( done 1:37 PM 2/1/2012 [buy and sell X client/server sided, works perfectly])
- make smoke blitz/barrage better than blood blitz/barrage (done 1:07 AM 2/9/2012)
- make verac set more useful ( 75% instead of 50% through prayer; done 6:47 AM 2/13/2012)
- 3 way trade dupe (3:30 AM 2/14/2012)
- add gold bar + chisel = coins (amt? slightly over 450k/hr (800gp per bar where 700gp\bar is 450k)) (done 4:41 AM 2/16/2012)
- make gamble win percent vary randomly between 5% and 70% (done 10:40 PM 2/22/2012)
- allow players to access "insider information" based on gambe precents (done 12:09 AM 2/23/2012)
- fix eat + run + whip invisible glitch (done 1:51 PM 2/24/2012)
- make barrows bro's only drop weapons and make them uncommon (done 10:43 AM 2/25/2012)
- add zammy mage w/ runes (cheaper, infinite, can't talk to him with food\teles; done 10:59 AM 2/25/2012)
- rename 5020-5023 (4 items) for smoke, ice, shadow, and blood barrage tickets (50 per; done 4:03 PM 2/28/2012)
itemoption1 needs to be "exchange" instead of "use" client sided
should be tradeable and sold by z mage
- add 5th prestige location & ability to get Old-School whip (done 4:57 PM 3/4/2012)
IDEAS NOT COMPLETED
====================
- complete shop setup
- fix all prices to new economy based server
- Update client buttons with new site & remove all instances of ProPking (my old source name)
- Create training areas
- fix all drops and rates
- fix all monsters that are to be included and exclude others
- add prestiage shops for appropriate levels/items [see Prestiage.txt]
- make d claw spec non-interruptible by block emote
- install event manager (singleton thing)
- fix duel arena timing glitch
- install duel log on victory
- cannon
- make old school granite maul (if 1st spec hits max, other specs have increased chance to max)
- rare seller in wilderness (only certain times, location?)
- old KBD lair with lots of gold spawns of 250 gp for mass event
- fix how godswords are put into game (currently as 1 piece, KBD should drop hilt and something else for shards)
- add void, chaotics, torso (make them obtainable through some method; shop, minigame, drop etc)
- add skilling areas (crafting guild, fishing/cooking, wc/fletch, theiving [duel arena?],)
- add dragon place (green, blue, red, black)
- make tool and level matter for skills that gather items (mine, fish, wc etc)
- make all skills result in noted form items
- learn how to create agro NPC (check KBD since it is agro; might be level based?)
- learn how to make NPC face different directions; useful for shops
- make karils set effect useful (ideas: )
- make ahrims set effect useful while keeping masterwand\book useful (cannot be magic bonus etc; ideas: )
- add more information on content [see QuestTab.txt]
- add FM and WC skill cape for buy 99 shop
- two knife items - make one into DFS and add DFS making with dragonic vistage (smithing req)
- make skill click menu items work and have correctly info
- move thieving stalls
- fix prayer (unsure what exactly I want to do with it yet)
- pk ranks
- icons/numbers for Prestige & PK rank
- put original items back and add chaotics at the end of the item list
- gem shop (use crafting guild)
- update Pk Points see [] for ideas[/SPOIL]
Skilling Thoughts
[SPOIL][MONEY MAKING THROUGH EVERY SKILL]
atk/str/def/hp/magic/range/prayer
atk/str/def
PvM
range: dragon claws
magic:
melee: KBD
Prestige system, PvM drops (god swords/armor, d claws, rings, etc),
skill based staking, hidden lures purposely built into the game
99: allowed to prestiage
Prestiage benefits?
see Prestiage notes
----
Range
Players using range will be able to kill creatures that drop dragon claws.
The drop rate for these is low, so be prepared to camp there for a while.
The expected profit off for a pair is expected to be huge though,
to make it worth your while. Items will also be edited so as not to
leave range in dust.
----
Mage
Magic has always been on par combat wise. In Simplicity, magic will gain special
effects based on spell used; this applies to ancients only (for now). Please
see the quest tab containing more information about this change.
----
Runecrafting
Runes are not able to be obtained easily
except through the zammy mage (wilderness), which is extremely dangerous
considering players are not allowed to buy from him
while carrying food or teleports. (change?)
This creates a demand for runes while increasing
the wilderness profit potential (WPP).
99: reaching 99 runecrafting will instantly allow triple crafting natures and double craft bloods
----
Agility
Not sure
----
Herblore
Super pots will not be able to be bought in shops. There will be a skilling location
where mass amounts of druids are present. These druids will drop large amounts
of herbs at various rates which have yet to be determined. High level herblorists
will be able to create pots which boost stats.
This will create a demand for herblore items and high level potions they provide.
99: will allow for overload potions to be made and sold (allow in wilderness? suggestions?)
----
Thieiving
The stalls outside home (Edgeville) will always provide a constant cash flow for anyone.
Once 99 theiving is reached, a special location will be
open for that player that will allow for a high profit in gp/hr.
Theiving will increase the amount of currency in the game.
99: special theif place (old dueling area)
----
Crafting
Green & black d hide armor will be made available in shops. Blue and red will be
crafted from someone who levels crafting to a high enough level. These
pieces of armor can then be sold to players, or shops, because they will
pay very well for blue and red specifically.
99: red hides (sells for maximum profit)
----
Woodcutting & Fletching
Shops will pay well for strung or unstrung bows of many different
types. Chop, fletch, and then sell from note form to the stores to make a pretty
penny. This is also the only way to obtain the revamped magic short bow which has
had it's special changed from 55% drain to 45% drain, allowing for back to back
special attacks.
99: string magic longs (sells for maximum profit)
----
Slayer
The profit from slayer will be large compared to other RSPS. For one, this is
the only way to obtain an Abyssal Whip, which has also been revamped
into it's old school form. The special attack will either
hit your current max, or zero. Additionally, the special
attack entangles your opponent for 15 seconds. These effects do not apply to PvM.
The extremely high demand I forsee on old school whips will make 85 slayer
quite the profitable skill. This requires decreased drop rates in order to allow
the whip to be this powerful. Although whips do not work like this in PvM, thus they
will not be an "end all be all" to weapon choice.
Additionally, g mauls will be revamped to old school style and even lower levels
of slayer will be great for generating revenue (70 slayer, gargs).
99: unsure
----
Mining
This is will a very profitable skill because I feel as though it's under looked
in almost every RSPS that's ever came out. Ores and essence will be obtained
in note form, allowing for much less stressful money making. Random events
will add cash to your inventory while you work too.
The demand provided by runecrafting for essence, and ores from smithing will
drive the profitability of mining.
99: unsure (lunar ore?)
-----
Smithing
Another largely overlooked skill by many RSPS. Smithing will be like fletching in
terms of selling smithed material to the store to make a profit.
Once you obtain a smithing level capable of making rune items, prepare to rake in
some real cash. I'm also contemplating if 99 should be the level to make godswords.
99: unsure (lunar ore?, godswords?)
----
Fishing & Cooking
Because only low level food will be able to be bought in the shops, fishing will
be one of the most profitable skills. Pkers and PvMers alike will be in constant
need of food to accommdate their playstyles.
99: no longer burn anything (with gloves?) (mantas)
----
Firemaking
Ahh yes, firemaking. By far the most under looked skill in all of Runescape, and why
not? You never were permitted to make money or even do anything of very much
use with this still. I haven't thought of the best way to make this skill profitable yet,
but it will be done in the near future.
99: unsure
----
Farming
Not sure yet[/SPOIL]
Unique Features
[SPOIL]Working swap/insert mode for bank organization
Unique economy setup
- this server has an economy unparelled by any server
- please see [] for detailed information on the economy
Oldschool whip/MSB
- old whip special works as follows: a hit is generated normally,
if that hit is above 0, the hit will be max. The special also works
as an successful entangle too. This may be changed in the future depending
on feedback.
- old MSB simply has a 45% drain, instead of 55%, allowing for back to back specials.
I feel this is completely fair and not the least bit overpowered.
Lottery and Cash/Item gamble
- lottery that you can pay a specific amount of GP to enter
- once a certain number of players have joined, a winner will be chosen
- the winner will get all the entry fees, plus a small bonus, around 5-10% extra
- there is also a microchance that the jackpot will be hit, resulting in much higher winnings
- the gamble system is simply a "use item on object" system where the item used is gambled and,
depending on win/loss, the player gets/losses what they bet.
- prestige based Informat who knows the current chance to win a bet
Shops
- buy and sell X
- general store buys everything for GP
All skills pre-farming besides agility
- includes firemaking
- agility & advantages soon to come
Built in Lure areas
- normally non wild areas that have been converted to wild
- makes the game more interesting and encourages magic leveling
- these areas must be discovered
A Reward Based Set of Rules
- reporting bugs/offending players/ results in small game currency rewards
- video results in bonus compensation
- see []
Redone barrows set effects (torag, verac, others to come)
- old set effects were useless
- new torag set effect is 100% and player cannot run while being hit
- new verac set effect has prayer being ignored 75% of the time and armor/NPC def being ignore 33% of the time
(was 50% prayer ignore and 20% def ignore)
- new karils/ahrims set effects to come (suggestions?)
Interest system on GP in bank
- players receive 4% interest (compounded every X minutes) on coin in bank
D claws
- fully added with proper animation, emote, and correct damage. The damage hit apperance is slightly different.
Chaotics
- maul, rapier, c'bow added
Redone ancient magics for more balance/uniqueness
- shadow is more accurate
- blood drains HP (damage / 2 = gain)
- ice freezes & stops smoke
- smoke reduces opp. magic level
- magicks create a 4-way rock,paper,scissors game
Working crackers
- one of the players gets a random phat, other gets nothing
Improved godswords
- damage bonus on special for arma
- drain stats on special for bandos
Unique skill capes
- players can purchase 99 in a skill for a large amount of cash. The prices of the skills will vary
depending on who buys which skills (popularity)
Prestige System
- players can prestige once they've maxed out combat stats (atk, str, def, prayer, hp, magic, range)
- based on prestige level, various advantages can be accessed
- again, based on prestige level, players can access the prestige guild, containing more advantages
Double XP Saturday
- every skill[/SPOIL]
Quest Tab
[SPOIL]Added
KBD Information
Prestige Information
Magic System
To Add
Minigames & Locations
Prestige Level Details
Current XP rate: 1x or 2x (depending on day of week)
Lottery/Gamble System Tab (include Informant details)
Economy Information (base/max GP/hr; based on hrs work; supply & demand theories)
Simplicity Features (unique & common list)
Upcoming Events[/SPOIL]
Pricing Reasons
[SPOIL]Everything else should be around 450k per hour before maximum at 99 (roughly 900k hr) [theiving]
based off of 250 gp per thieve & 1k gp per 8 seconds (450k per hour vs. max of 900k per hour for dueling arena 500gp steals)
3rd prestige gold bars to coins should be roughly 450k an hour
=====
[RARES]
Lowest rare: 2.22 hr work = 450k = green mask
Highest rare: ~ 2000 hr work = 900m = purple party hat
Cracker: somewhere in the middle so that: average gain per cracker > cost (worth it by 5m)
rare price order:
cracker 300m -- 666.66 hr
green mask 2m -- 4.44 hr
green phat 5m -- 11.11 hr
yellow phat 50m -- 111.11 hr
blue phat 100m -- 222.22 hr
red phat 250m -- 277.77 hr
white phat 500m -- 1111.11 hr
purple phat 900m -- ~ 2000 hr
=====
[99 SKILL]
All combat 99s will be priced at 5m (for now) so roughly 11.11 hrs work if you buy it
- Max. xp/hr rate should result in something near 11.11 hrs work
- it should be cheaper to stimulate economy and get the 99 (magic, prayer, range)
Prices will be changed based on popularity (make a text to store who buys what cape)[/SPOIL]
This is still very much in the beginning stages of development, so don't expect it anytime soon, but eventually it will be up and running. Any questions, add my MSN: [Only registered and activated users can see links. ]. I look forward to any ideas, criticism, or questions.
Tom

Add media, good luck.
Add some media please! You will probally make it far.
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