Core related:
- Netty networking: containing object-orientation around it as well, i.e having "sessions", one being for login, the other is the session for the game (receiving and sending packets), and could make one for ondemand/update server session. The updating is similar to apollo's having the option to choose between a single-core and multi-core machine updating (meaning one uses the processors available and phasers, while the other just uses for loops).
Content related: (Niobe is based on the ~600-614 era, so most of the content is based on that)
- An action system: which makes thing much easier to implement, but it's already finished basically, so doubt you would need to even use it, it's basically used for actions such as following, clicking entities, movement, etc.
- ItemContainers: banking with all the features except item searching (meaning deposit worn items, deposit inventory, etc); Duel Arena with staking; Falador Drop Party Room; New Shop Interfaces along with an easy way to make shops uses either items, tokens, or anything for that matter as currency; and also (semi) new Trading interfaces
- GameCharacter (player and npcs extend off GameCharacter which extends off Entity) based combat (and everything else really, such as prayers, to make content making easy [such as making a player hit less on an npc because the npc has protect from melee active])
- Entity definitions: (game objects, npcs, items)
- Weapon system: to make adding new weapons easy, already contains the most used weapons (most weapons are setup, maybe just a few are missing things like special attack, such as excalibur)
- Small task implementations: such as restoring run energy, restoring a player's skills back to their normal level, poisoning (also have anti-poison totem working)
- General content: Bonuses working, Consumables (both food and potions - potions include extremes and overload, which you cannot drink in wilderness, if you enter the wilderness it will be canceled - you can easily remove this though), emotes tab with unlocking certain emotes and saving, explorer's ring, item on item assembly (godsword shards on other shards, blessed spirit shield on sigils, etc), permanent ground items spawning, login bots that can do whatever a player can do, player punishments (bans, mutes), skill cape emotes, easily modefiable starter kits, destroy item dialogue on every item that contains the "destroy" option
- Clan System: clan chat message color changer, full dropshare and lootshare (the sprite also works, with the sand clock and everything), ranks working both in the clan tab interface and next to the chat, setting rank required to talk, kick or enter, the names are sorted in alphabetical order
- Complete combat system: melee and ranged formulas perfected (magic uses the spell's predetermined max hit), perfect absorption, ranged enchanted bolt effects, dragon fire being consumed by prayer, antifire potions, dfs and antidragon shield, weapons and ammunition with poison have a chance of poisoning the victim;
- Prayers: Both regular prayers and curse prayers work 100%: effects such as redemption, retribution, smite, deflect prayers, berserker, wrath, soul split, leeches and saps, everything working on both npcs and players.
- Magic: Both modern and ancient magicks (including miasmic spells) are 100% complete (even spells such as alchemy, bones to peaches/bananas, confuse and all those spells, telekinetic grab, etc; and same goes for ancient every spell has their correct effect even miasmic [adds a delay for the opponent's attack]); Lunar has the major spells done (vengeance, vengeance other, fully working spellbook swap, etc)
- Special NPCs: Chaos Elemental, Corporeal Beast, King Black Dragon, Rock Crabs (rocks transforming into rock crabs when player is near-by), TzTokJad, General Graardor, Kree'Arra, KrilTsutsaroth (zamorak boss), Commander Zyliana (saradomin boss), Nex with his 4 minions and phases. All of which contain realistic drops grabbed from rs wiki (also have a unique system to determine which drops are set on an npc); All of these NPCs have their correct effects, quotes, etc.
- NPCs: Dumped some npc spawns, so places like brimhaven dungeon, etc, have their npcs spawned around (dragons do work with all their effects, including dragon fire [which like I mentioned, can be protected by the player])
- Dialogue System: Makes adding dialogues easy, has all dialogues working (item model dialogues, player dialogues, npc dialogues, destroy item dialogue, etc)
- Skills:
* Currently has full cooking, fishing, mining, prayer and woodcutting skills, but it has abstract classes (AbstractSkill, AbstractDestructionSkill extends AbstractSkill, AbstractHarvestSkill extends AbstractSkill and AbstractProductionSkill extends AbstractHarvestSkill) which make adding these skills way easy; Also have a current summoning base - which includes familiars teleporting to the player if more than 8 tiles away, which is something I've only seen half-assed in most servers, but in mine it was easy since it's game character based (only needed to put familiar.moveTo(player.getPosition().copy().add(0, 1))
* Currently has 4 random events - Freaky Forester, Drill Demon, Evil Chicken and Sandwich lady
- A (custom) region system, which isn't as good as the client's, but it allows for players who enter a region to see all the ground items, game objects, etc, that are in that region; Also have implemented killamess' door system.
- Transportation system: didn't really want to make dialogues on teleport spells (still have an option to turn this on if you'd like, would just need to make the dialogue and set it on the enum containing the spells' information), I made items such as Amulet of Glory, Games Necklace and Ring of Duelling (all of these having a variable to check whether or not to degrade them; i.e you have a games necklace (8), you use it so now it's games necklace (7), Boat sailing transportation and gnome glider transportation.
- Friends/ignores: Saving friends/ignore list, private messaging with ranks
- Options tab saving (things such as accept aid, etc)
- Minigames: Abstract minigame class that allows making minigames a lot easier to implement.
* Barrows:
- Prayer draining upon being in a crypt along with barrows head on the player's screen.
- Random brother being at the crypt in the middle; can spawn upon using doors.
- Rocks falling every X amount of ticks after opening barrows chest.
- Minimap blacking out upong being in a crypt.
* Fight Caves:
- The waves are set in an array, just like PI, so you can easily rip from a PI source the amount of waves and which npcs are spawned (once it hits the last one, it will act as if it's jad [sending dialogue, etc])
- Waves are saved and players can log out and back in to their current wave.
- Upon death, players can either not receive any tokkul (if they do not pass wave 1), receive some tokkul for effort (depends on waves) or receive X amount of tokkul and fire cape (upon killing jad).
- Cannot bring familiars in here.
* Duel Arena:
- All rules work(except fun weapons): certain equipment slots cannot be used, no drinks, no food, etc.
- Forfeit with OptionDialogue.
- Staking with no dupes.
* Warriors Guild:
- Animating armour sets (bronze, iron, steel, adamant and rune)
- Cyclops drop defenders depending on which defender you have
- Dialogues
- Upon killing a cyclops, you may also get a chance of spawning in a cyclossus, which have a high chance of dropping dragon defenders and cyclops helmets
* Clan Wars:
- Only dangerous and safe portals working atm.
* God Wars Dungeon:
- Every door or passage to get to the respective gwd boss works (banging door for bandos, crossing bridge for zamorak, using grappe for armadyl)
- NPCs of different gods are aggressive on each other.
- NPCs of a god will attack a player unless they're wearing an item of the respective god
- All bosses have their special abilities.
* Soul Wars:
- Experience shop interface working (need to do the others).
- Correct waiting room and in-game interfaces.
- Balance portal will bring you to the team with least amount of players.
- Bone burying in a graveyard your team controls can raise your avatar's slayer requirement and also can increase your constitution by a bit.
- Activity bar working, will kick you out after X amount of warnings.
- Cannot enter a game which has 6 minutes or less of minutes remaining.
- Every X amount of time the controlled areas are updated (west and east graveyards and soul obelisk - team with most amount of players in said area "controls" it)
- Set to be a ghost upon death and cannot re-enter the battlefield until back to normal.
- Using soul fragments on soul obelisk lower the opposing team's avatar's slayer requirement.
- Jellies and pyre fiends spawning and dropping soul fragments; players will drop their fragments upon death and will be seen by everyone.
- 1 point upon losing, 2 points upon draw and 3 points upon winning; winning is based on who has less avatar deaths.
* Pest Control:
- Easy, Medium and Hard boat with interface
- Can have multiple games for each boat (3-25 players per game)
- Pests spawned on portals who's shields are down (think it's like this on rs)
- Defilers, spinners, and shifters attack void knight