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Our forums are finally open to the public, come check us out and participate with the community in our upcoming events:
- Changes to our discord bot, added more commands: ::commands, ::faq and others will come shortly; added rate limit of 1 command per user per 10 seconds
- 2 major changes to database systems and how we establish connections so we have support for multiple databases, local and remote.
- Major work done to cooking system, lots of code and definitions re-written
- Added many miscellaneous item and object actions like making flour, emptying and filling containers, and picking stuff like wheat.
- Added definitions for ALL*"cookable" items (use on fire or range) and all combination items like combining flour and water to make dough, pies and their ingredients, etc. Here is a brief dump of the data just to give you an idea of what is implemented.
- Cookable items: [SHRIMPS, ANCHOVIES, SARDINE, KARAMBWAN, HERRING, MACKEREL, TROUT, COD, PIKE, SALMON, SLIMY_EEL, TUNA, RAINBOW_FISH, CAVE_EEL, LOBSTER, BASS, SWORDFISH, LAVA_EEL, MONKFISH, SHARK, SEA_TURTLE, MANTA_RAY, ANGLERFISH, DARK_CRAB, RAW_BEEF, CHICKEN, UGTHANKI_MEAT, RABBIT, ROAST_BIRD_MEAT, THIN_SNAIL, LEAN_SNAIL, FAT_SNAIL, CRAB_MEAT, BREAD, PITTA_BREAD, FISHCAKE, CAKE, PIZZA, POTATO, SCRAMBLED_EGGS, FRIED_ONIONS, FRIEND_MUSHROOMS, SWEETCORN, STEW, REDBERRY_PIE, MEAT_PIE, MUD_PIE, APPLE_PIE, GARDEN_PIE, FISH_PIE, BOTANICAL_PIE, ADMIRAL_PIE, WILD_PIE, SUMMER_PIE]
- Combinations: [DOUGH, PASTRY_DOUGH, PIZZA_BASE, PITTA_DOUGH, CHOCOLATE_CAKE, CHOCOLATE_CAKE2, SCRAMBLED_EGG, TUNA_AND_CORN, INCOMPLETE_STEW, SPICY_SAUCE, UNCOOKED_STEW, UNCOOKED_STEW2, BUTTER_POTATO, CHILI_POTATO, CHEESE_POTATO, EGG_POTATO, TUNA_POTATO, TOMATO_PIZZA, CHEESE_PIZZA, MEAT_PIZZA, MEAT_PIZZA2, ANCHOVY_PIZZA, PINEAPPLE_PIZZA, UNFILLED_PIE, REDBERRY_PIE, MEAT_PIE, MEAT_PIE2, PART_GARDEN_PIE, PART_GARDEN_PIE2, RAW_GARDEN_PIE, PART_FISH_PIE, PART_FISH_PIE2, RAW_FISH_PIE, UNCOOKED_BOTANICAL_PIE, PART_ADMIRAL_PIE, PART_ADMIRAL_PIE2, RAW_ADMIRAL_PIE, PART_WILD_PIE, PART_WILD_PIE2, RAW_WILD_PIE, PART_SUMMER_PIE, PART_SUMMER_PIE2, RAW_SUMMER_PIE, NETTLE_WATER, NETTLE_TEA]
Spoiler for Media:
Pretty nice forums, plan on putting together a navigation bar or just leaving as is?
- Ground items management.
- When dropping a stackable item and there's already another stack of this item on the ground, it will try to update that existing stack if its current state is the same (either both visible, or both invisible). If the total amount added up exceeds Integer.MAX_INTEGER, it will update that one stack until its size reaches Integer.MAX_INTEGER and try to add to another stack if there's more of that item on the ground, if not, it will simply make a new stack ontop of it.
- Nonstackable items will all now appear individually on the ground, at all times. If a NPC drops 2 dragon bones, they will appear as two individual items, unlike previously when they would merge.
- Added the ability to restrict stack sizes, specifically used in ranging. OSRS only allows stacks up to 20 arrows to appear on the ground before it makes a new stack, this has been implemented and the support for it allows us to easily do it for other things too.
- All kinds of other restrictions implemented and tested, such as inventory space, amount of item (to avoid overflow) etc. Ground item management overall is simply smoother now.
- Rewrote our map builder.
- Adjusted the map builder formulas to allow creating dynamic regions on a larger piece of land.
- Adjusted the formula to include restrictions to avoid going out of map boundaries(this was kind of possible previously under specific rare circumstances).
- Map builder will now continually build from where it last left off - previously it would search for an empty piece of land from the zero point on the coords grid - this resulted in stupid looping, resulting in the code slowing down when there were large amounts of dynamic regions, but also some overlapping-type of potential issues I've seen occur on this type of system in the past. Now it keeps building until it reaches 16383 in both X and Y coordinates, after which it restarts from zero point (at this point, most of the dynamic regions would be long gone. Tested the system already by creating right around ten thousand dynamic regions of an average instance size, system handled well and finished almost instantly.
- Huffman written - as it turned out, I had previously used some temporary - fairly bad - system for decoding strings; I've now written huffman which the server fully uses for both decoding and encoding; this gives us all the special characters that we previously didn't have as well.
- Minimap flags smoothened - Added minimap flag support to more actions than previously - when fighting a target, if the target moves, the flag will show where the target is moving on minimap as well for every step they take. Additionally improved the flag removing when interacting with objects (it'd previously get stuck when reaching the object if it's a large one).
- Swapped our cache library out to @Cjay0091's who offered us his version of it, which is more user-friendly. Turns out, it also loads faster than the previous lib.
- Boss kill timer tracking system. Only implemented it so far to just Zulrah, but it allows us to track boss kills - your record speed and current speed. This feature will be added to most of the bosses in the future, so players can compete for the fastest kills.
- Zulrah.
- Practically OSRS-replica Zulrah. Will go in depth about the detail below.
- Zulrah has three forms - each form has its own stats and attacks.
- Zulrah has four phases - each phase has its own distinct sequence of events, the third one has one more sequence than the first two, and the last one has one more sequence than the third.
- Zulrah has a damage cap of 50 - when a player hits above that(theoretically), the hit is then rolled randomly between 45 and 50 - just as in OSRS.
- Zulrah and its snakelings envenom players, while being immune to both venom and poison themselves.
- Upon death, the player gets two rolls on Zulrah's drop table, meaning they receive two drops (excluding the main drop, which is still just once). A scroll is also spawned next to the player which they can read to quickly teleport back to Zul-Andra.
- All the snakelings, clouds etc.. are spawned on the exact locations they're spawned in OSRS - wrote this while watching a Zulrah guide which allowed me to get the exact precise tiles.
- The flicking sequence(or jad phase) works exactly as in OSRS - the hits are registered when the animation starts playing - meaning if you're not protecting against the incoming strike at that time, you will not be protected against that attack and can receive heavy damage.
Since only Zulrah is a graphical update out of these, I can only display that.
A kill with ranged (had to use god mode in the end due to the length of the gif)
A kill with magic (had to use god mode in the end due to the length of the gif)
what are xp rates
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