9/1/2014
Recoded the way NPC data works. It is much more organized and efficient now. Easier to find things, easier to edit, ect. Will be good for future NPC related updates.
9/2/2014
Began implementing the old NPC data into the new system
Added combat data and drop tables for Cow Calf
Added combat data and drop tables for Unicow
Added combat data and drop tables for Brutal Green Dragon
9/3/2014
Continued transferring old data into the new NPC system
All baby dragons have had combat data added and their drop tables added (which is just babydragon bones)
Added combat data added for Deadly Red Spider
Added combat data and drop table added for Jungle Spider (drops only Spider Carcass)
Added combat data for Shadow Spider
Added combat data and drop table for White Knights
9/4/2014
Continued transferring old data into the new NPC system
Coded in combat data and drop table for Unicorns and Dark Unicorns (Drop table is only a unicorn horn lol)
Coded in drop table for Kalphite Worker
Coded in drop table for Kalphite Soldier
Coded in drop table for Kalphite Guardian
9/5/2014
Changed the way the "FileManager" saves things on the server.
If any of you are familiar with the standard saving and loading used on 508 servers you probably know why I did this.
It saves everything without skipping lines and instead uses these things which are spaces but aren't actually spaces... like if you try to edit it and delete one of the spaces and try to replace it with the normal space from your space key it will glitch. It also saved in a .dat file which I never really liked, I always thought .txt notepad were rather sexy myself. Also changed the way some other stuff loads aswell like clan chat ect.
9/13/2014
Stayed up all day yesterday working on combat. Made some good progress. There was just so many things wrong with combat.
Besides working on totally reworking the system, there's a few things I added:
Tons of new arrows work... Ice arrows, Poison Versions of arrows, Bolts, ect.
Arrows will appear on the ground instead of disappear 100% of the time when not using backpack... if appear on the ground it will add to a pile that is already there
Better Ava's Accumulator and Attractor methods
Halberd support coded. Can be used from 2 coordinates away from target. Fighting large NPC's takes their size into effect.
(Halberds themselves still need a little work, I had better things to do than add attack emotes, ect.)
The biggest thing that I re-did would be the fact that on RuneScape it's supposed to be the hit is determined as soon as combat is initiated and on 508 servers this was not the case. This is why you get experience either as soon as the attack starts or as soon as the delay from previous attack has expired... experience is based on the hit, so obviously if you're receiving the experience before the hit then you know the hit is determined as the start. This has caused some glitches in the past, not just on my server but I've seen these same glitches happening on other servers if multiple different revisions too, so I guess a lot of servers have the same basic flaws in their combat systems.
9/14/2014
Further recoding of the combat system
I have also added more stuff beside the stuff I've recoded...
Things added:
Added more special attacks to PvN combat
(All special attacks supported for PvP have been converted)
- Dragon Halberd (Fixed to real Version, double hits large NPCs)
- Dragon Scimitar
- Dragon Spear (only if 1x1 Monster)
- Zamorak Spear
- Dragon 2H Sword
- Statius Warhammer
- Vesta Spear
- Saradomin Sword
- Zamorak Godsword
- Dragon Longsword
- Barrelchest Anchor
- Abyssal Whip
- Granite Maul
- Morrigan Axe
- Morrigan Javelin
Added crossbow bolt special effects to PvN combat
(Just like in RuneScape dragons are immune to Dragon Bolt's dragonfire effect)
All damage dealt to Corporeal Beast is reduced by 50% unless using spear or hasta
9/17/2014
Couldn't sleep last night so I've been working on magic system.
Both PvP and PvN magic systems have been fully re-coded.
Some spells which previously were not coded for NPCs are now supported for PvN magic.
(A few I can think of were: Miasmic Spells, Shadow Spells, and Iban Blast)
Crumble Undead has been added. It will only work on Undead NPCs (skeletons, zombies, ect).
Slayer Dart has been added. Requires 55 slayer and Slayer's Staff to cast. Max hit increases the higher your magic level is.
(First didget of your magic level + 10... example: If your magic level is 70 the first didget is 7 so 7 + 10 = 17 for your max hit)
Crumble Undead has been supported under the auto-cast options of the Void Knight's Mace
Slayer's Staff's special auto-cast menu has also been added which supports both Crumble Undead and Magic Dart
Crumble Undead and Magic Dart were the last two combat spells. All combat spells are now supported!
9/18/2014
Added both Grey and Red Chinchompas. Good for training range!
Combat data and drop tables have been added for Skeletons.
Re-Added non-combat MagicOnPlayer spells to new magic system (Teleother, Cure Other, ect)
9/19/2014
I have fixed a small graphical glitch with Zuriel Staff and Miasmic spells. For some reason when the client looks to light up the Miasmic spells it only looks for normal non-corrupt non-degraded Zuriel's staff and for some reason it counts it as a rune and not a staff... meaning the spell lights up when the staff is in your inventory and when you wield the staff it goes dark again. This has been fixed so the spell now lights up when the staff is wielded and also works for Corrupt and Degraded versions of the staff.
Just noticed Dragon Battleaxe special attack wasn't there... so I added it!
Also, seercull special attack has been added. It drains your opponents magic level by the damage inflicted, but uses 100% spec bar.
Added Excalibur special attack.
Like the Dragon Battleaxe special attack it is instantly triggered upon clicking the special attack bar.
It boosts your Defence stat by 8.
9/20/2014
Added pullback and projectile GFX for Bree (Godwars minion)
Fixed emotes for Zamorak godwars minions
(Couldn't find Zakln Gritch anim anywhere, just help threads asking for it)
Added projectile GFX for General Graardor's ranged attack
Added boss related variables to NPC class
One variable is for always combat following even with "far attacks" (General Graardor has ranged attack but always follows)
the other is for moving through entities (so you can't safespot GWD boss through a minion)
Revised NPC combat slightly to support multi attacks.
General Graardor and Kree'Arra multi attacks have been added.
Drop tables added for all 12 Godwars bodyguards.
Added K'ril Tsutsaroth's special attack where he hits through melee prayer.
When he does this special attack he has a max hit of 49 and yells "YARRRRR!!" or something.
It will also drain half of your prayer points and his melee attack has the chance to poison for 16 so that also makes it a bit more dangerous.
9/21/2014
I forgot to code a real drop table for Commander Zilyana...
A while back when I did this for the main bosses I just copied over Graardor's and changed the rare drops.
So she now has a realistic drop table based on runescape.wikia
Statius' Warhammer did not have the real special attack. It had no defence drain and only increased maxhit by 20% instead of 25%
This has been fixed and it will now drain 1 + 30% of your opponents current defence when the special attack is used.
Added the effect for "Keris" dagger. It will deal +50% damage on Kalphite Monsters.
Added "Rare Drop" announcements for when a player gets a rare economy drop.
9/22/2014
Added godwars teleport to Wise old man's teleport options.
Added construction shops to the estate agent dialogue. Just talk to him and ask to see the shop.
9/22/2014 (2)
You can now wear eyepatches.
9/23/2014
Got a ton more NPC spawns. Converted them to work with the server. Fixed a few inaccuracies.
Few areas include:
Taverly Dungeon
Slayer Tower
Godwars
Fremmennik Slayer Dungeon
Lumbridge Slayer Cave
Ardougne
Mage Arena
Waterbirth Dungeon
Added godwars teleport from wise old man.
Made it so armadyl monsters in godwars cannot be attacked with melee.
Small dc glitch got noticed when funning around with someone and I fixed it.
Realized when I recoded NPC on Player combat I didn't re-add special effects, so those were re-added to the new system.
Another glitch has been fixed. When I recoded the combat system I didn't make it so the hit damage was added to NPCs so "most damage gets drop" wasn't working. At first I thought this was only a glitch with lootshare but when testing the glitch with one of the people testing the server I noticed he got the drop even though I p'ringed it and that gave it away.
Combat data and drop table has been added for Turoths
Combat data and drop table has been added for Kurasks
Fixed some mapdata for the lumbridge slayer cave and the fremenick slayer dungeon.
Combat data and drop table has been added for Nechryael
Combat data and drop table has been added for Banshees
(All Slayer Tower NPCs are now fully functional with combat data and drop tables)
I have made Kurasks and Turoths immune to all attacks except Leaf Bladed weapons, Broad Projectiles, and Slayer Dart spell just like in real RS.
You may now only use Magic attack inside of the wilderness Mage Arena.
I will probably code the Mage Arena minigame soon. I was thinking it would be cool to make the battle mages inside drop blood and death runes.
Combat data and drop table has been added for Cave Bugs
Combat data and drop table has been added for Cave Slime
Before when I only had a few slayer monsters coded I had the slayer level check coded separately for each NPC.
Now each NPC has a variable for slayer level requirement which is then checked in one spot.
9/25/2014
Support for actually firing Broad Arrows and Broad-tipped Bolts have been added.
Combat Data and drop table has been added for Cockatrices
Combat Data and drop table has been added for Basilisks
9/25/2014 (2)
Combat data and drop table has been coded for Cave Horrors.
Combat data and drop table has been coded for Rockslugs
(This makes all monsters in the Fremenick Slayer dungeon complete)
Brimhaven Dungeon stepping stones has been converted into an actual agility shortcut requiring 12 Agility.
(Previously you just clicked and it moved your position to the other side)
I will probably start adding more agility shortcuts to make navigation easier and make agility a more useful skill.
Both obstacle pipes in Brimhaven Dungeon have been coded.
The one near Moss Giants requires level 22 Agility
The one connecting Red Dragons to Black Demons requires 34 Agility
The Brimhaven Dungeon log balance has been converted into an actual Agility Shortcut requiring 30 Agility.
The obstacle pipe connecting Varrock Sewer and Edgeville Dungeon has been coded - Requires 51 Agility
The log balance to fremenick province north of Camelot has been coded - Requires 48 Agility.
9/27/2014
I have manually added monster spawns to the Yanille Agility Dungeon.
I will most likely make the obstacles along with the NPCs inside fully functional.
I had been meaning to code this place for a while. The history of it has always interested me. A while ago before RuneScape added farming killing Salarin the Twisted for the sinister key used to be the only way of obtaining the Torstol herb.
I have also added Black Mask and Slayer Mask +15% attack and strength bonus for slayer tasks along with the charged Black Mask's random defence draining effect which randomly happens in combat and will use one charge of the black mask while lowering your opponent's defence level 3-10 levels.
Edit:
Obstacles have been added to the Yanille Agility Dungeon
- Balancing Ledge (40 Agility)
- Obstacle Pipe (49 Agility - Only way to access sinister chest room)
- Monkey Bars (57 Agility)
- Pile of Rubble (67 Agility - Only way to access Salarin the Twisted)
Combat data and drop table has been added for Chaos Druids.
Chaos altar trap in Yanille Agility Dungeon is now working
(When you try to pray it hits you for up to 15 damage and you fall into a lower dungeon with poison spiders)
9/28/2014
Coded drop table for Salarin the Twisted.
Re-coded drop tables for many dragons. A few years back I just coded simple drop tables which were basically all the same.
Now they have all been changed to be realistic based on information from runescape.wikia
Every dragon except Brutal Green Dragons has had their drop table fixed.
9/29/2014
Added combat data and drop tables for Aviansie.
Fixed a small glitch.
9/30/2014
Coded combat data and drop tables for all four Spiritual Mages.
9/30/2014 (2)
All four Spiritual Rangers have had combat data and drop tables added (Level 63 Slayer Required)
All four Spiritual Warriors have had combat data and drop tables added (Level 68 Slayer Required)
Armadyl's Eyrie is now accessible with Rune Crossbow and a Mithril Grapple.