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License: Apache License 2.0
New repository: https://github.com/rsmod/rsmod
Home Page: https://github.com/rsmod/rsmod
License: Apache License 2.0
Non-combat NPCs such as Bankers, Shop keepers shouldn't be able to be attacked with magic.
If you cast a magic spell to any NPC, it hits them and they won't respawn.
If you roll a higher hit than an NPC (and presumably player, though not tested) has, it grants xp for the damage that was rolled, and not the damage that was hit.
Example:
an NPC has 8 hp left and you roll a 10, you get xp for the 10 damage even though you only hit an 8
Redo SimplePathFindingStrategy. Current one is awful and doesn't even support diagonal movement.
Make wiki entry regarding AttributeMap and AttributeKeys
ShopItem has a sellPrice property but it's not actually used.
Some objects only have objects when a specific varbit is set - can we add support for this somehow? The example I'll give is the Mysterious Ruins for Runecrafting. When varbit 607 is set to 1, the 'enter' option on the Mysterious Ruins for the Air Altar is shown, however this throws an exception when starting the server as 'enter' is not a valid option for the object.
package gg.rsmod.plugins.content.objs.runecraftruins
import com.google.common.collect.ImmutableSet
data class RunecraftRuinsType(val id : Int, val talisman : Int, val tiara : Int, val varbit : Int, val destination: Tile)
val ruins = ImmutableSet.of(
RunecraftRuinsType(id = Objs.MYSTERIOUS_RUINS, talisman = Items.AIR_TALISMAN, tiara = Items.AIR_TIARA, varbit = 607, destination = Tile(2841, 4830))
)!!
ruins.forEach { ruin ->
on_item_equip(ruin.tiara) {
player.setVarbit(ruin.varbit, 1)
}
on_item_unequip(ruin.tiara) {
player.setVarbit(ruin.varbit, 0)
}
on_obj_option(obj = ruin.id, option = "enter") {
if (player.getVarbit(ruin.varbit) == 1) {
player.teleport(ruin.destination)
}
}
}
when player's hp reaches 0, they can spam any action to avoid death but stay at 0 HP.
https://youtu.be/egqw8beN9is see video for demo
Add support for npc collision flags as npcs shouldn't be able to walk on top of one another
Item placeholder logic in ItemContainer should be handled via the bank plugin instead of ItemContainer itself
Add a drop system for npcs
A list of options based on where the players are and actions players can do on each other.
https://i.imgur.com/wdcpmll.png this would include "attack" in the wilderness.
Currently just a "walk here" option.
https://i.imgur.com/pWFTfFE.png
Add a way for plugins to define object spawns.
Implement a music system which plays tracks based on which region the player is standing in. I'll write all the data.
Fix issue where using a magic spell on a target will not make you face them.
Levels will continue to level up past level 99 until ~190m xp. The highest level I was able to see is level 125/99 then as I approached 200m xp it went to level 99/99
if u have placeholder for any item in ur bank and u deposit ur items , the item should go to their place.
when u have placeholder for any item in the bank , and u deposit the item it takes new place
1.make place holder for any item
2.deposit that item by bank deposit box
3.go check ur bank
When a player sends a chat message, the message goes to the people in the general area.
When a player with privilege id 0 sends a chat message their client, as well as ones in the area, will crash. My only guess is the icon id for the privilege being -1 in game.yml
Error in client is as follows:
Error: class242:278 client:1420 client:2913 client:2523 class52:381 class52:613 Thread:844 | java.lang.NullPointerException | 79,60,67,778,3084,3499,-110,-64,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
Need support for ItemOnItem actions for things such as combining items/skills(firemaking, herblore)
Add support for mocking in tests
if player dies to an npc and u back to fight the same npc , both will fight
if the player dies to an npc and that player back to fight the same npc , the npc will not fight just the player
1.fight npc
2.die to that npc
3.fight the same npc again
Noticed you put the companion object at the top. It should be at the bottom:
https://kotlinlang.org/docs/reference/coding-conventions.html#class-layout
when u follow or trade other player , your player must follow or trade the player u have clicked on
if u talk to npc first and then tried to follow or trade or report other player , your player will talk with npc
1.talk to npc first
2.try to follow or trade or report other player
3.
Serve back archives to clients independently from the Netty thread, either through its own thread pool or an independent app.
Serves back archives to clients on Netty thread, which can cause delay on other Netty operations
Npcs should become invisible on death if they respawn
Npcs are de-spawned from the world and a new npc is constructed after death delay
Just an example when player attacks an NPC
https://i.gyazo.com/f6fdde1a972b9efbbf4d71946adbc372.mp4
There should be a function that you can use to see if a player has a specified item on their person (equipped, in inventory, or in looting bag) or in their bank and should return the number of that item. This would be used for items that a player should only have 1 or a certain amount of. Such as clue scrolls, quest items, etc.
Add support for plugins that are executed when players enter certain areas
Add the ability to reduce stats for attackable NPCs. This is needed for implementing special attacks like the Dragon Warhammer.
Move the values in NpcCombatDef to NpcDef to keep everything in one place and make it easier when we pack these values into the cache and decode them on startup
Remove placeholder item ids from Items.kt
constants
when you kill any npc it should die and respawn normally without any problems
when you kill the npc with range , the npc will not die and u cant attack it again
1.wear ranged weapon with arrows
2.kill any npc
3.
here is the error when u kill npc with range
https://pastebin.com/AJNvadmM
Create regional music system and implement the packet
Javadoc/KDoc is used to document methods, classes, members etc. rather than as casual comments explaining some code.
https://kotlinlang.org/docs/reference/kotlin-doc.html#kdoc-syntax
There should be a method to stun the player as in freeze them to a location and set a flag on the player that can be checked to see if they are stunned before doing an action. Useful for thieving, and weapon special attacks amongst other things.
https://github.com/Tomm0017/rsmod/blob/master/Dockerfile#L11
The distributor of the zenika/kotlin:1.3-jdk8
image also provides Alpine images which will reduce the size down by roughly 500mb:
Though a better solution would be to make use of multi-stage building using either one of those images presented above for just building a fat JAR:
# Start with the Alpine image for building (You can also use the larger one as this image will be discarded eventually)
FROM zenika/kotlin:1.3-eap-jdk8-alpine AS builder
# Imagine Gradle commands here building our fat JAR
# Restart using probably the smallest JRE image available
FROM openjdk:8-jre-alpine
# Copy over the fat JAR
COPY --from=builder /my_fat_jar.jar /app/
This fat JAR would include everything RS MOD needs. The JAR can then be copied over to an OpenJDK based JRE image as this image is even smaller than the Kotlin Alpine one.
Where it has xp in this method, change it to (xp * xpRate)
Add support for bank tabs
When you do ::max it should just say your max hit and accuracy and be able to continue combat.
After doing ::max (at least with level 1 stats) it spams in chat "Your magic level is not high enough for this spell" and even clicking to change combat styles, it still gives the same message. Also, there may be a logic issue with the ::max command as I'm not sure how a character with all level 1 stats can hit a 21.
Implement player death
Don't forget to call World.instanceAllocator.death
Since the support was added, we can now fix this todo
According to kotlin logging utlity docs this is the preffered way of getting a logger: https://github.com/MicroUtils/kotlin-logging/wiki#obtaining-a-logger
Add support for item swapping in ItemContainers
Services are perfect candidates for injection targets
Depends on implementation of
Make wiki entry regarding TimerMap and TimerKeys
Don't remove non-rune items when casting spells
Implement dependency injection through Guice
Lunar teleports should play a gfx when being cast
Lunar teleports do not play a gfx
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