Drops work in the following way:
1. Kill a monster
2. Roll for a single item from each chance table (common, uncommon, rare... etc)
3. Roll for each of those items
4. Pray to Pickles
5. Win a roll, get the item being rolled for
Previously there was a bug where it was rolling in the wrong order: from most common to most rare. This bug has been fixed so rare items are now rolled for first, thus balancing the drop rate on many items (Whips and such).
Friday, December 16, 2016
Friday, November 18, 2016
Full bug fixes 11/18
-Fixed shades / zombie randoms appearing at DKs
-Tele-tab crafting working again
-Leather gloves drop added to Edgeville
-Poison in PC now properly gives damage points
-Fixed a bug with The Grand Tree glider captain
-Can use material on Aggie to receive dye
-Fixed barricades in PC not being repairable
-Fixed a bug with poisoning thrown items on full inv.
-Nazastarool is now affected by Crumble Undead
-Fixed a bug where some rotten logs couldn't be blessed
-Fixed the bug with wrong level-up dialogue messages
-Fixed auto-retaliate messing with certain actions
-Berserker and Power amulet prayer bonuses fixed
-Can now drop a majority of untradable items properly
-Pet rock can now be used to open Waterbirth dun. doors
-Fliers added to imp and barbarian drops
-Blue dragons are no longer poison immune
-Various drop tweaks
-Desert Bandits now aggro to Sara / Zammy gear
-Added text to cannonball crafting
-Can now use Klank's Gauntlets to get Quicklime
-Fixed a bug with using bucket of water on bread
-Tele-tab crafting working again
-Leather gloves drop added to Edgeville
-Poison in PC now properly gives damage points
-Fixed a bug with The Grand Tree glider captain
-Can use material on Aggie to receive dye
-Fixed barricades in PC not being repairable
-Fixed a bug with poisoning thrown items on full inv.
-Nazastarool is now affected by Crumble Undead
-Fixed a bug where some rotten logs couldn't be blessed
-Fixed the bug with wrong level-up dialogue messages
-Fixed auto-retaliate messing with certain actions
-Berserker and Power amulet prayer bonuses fixed
-Can now drop a majority of untradable items properly
-Pet rock can now be used to open Waterbirth dun. doors
-Fliers added to imp and barbarian drops
-Blue dragons are no longer poison immune
-Various drop tweaks
-Desert Bandits now aggro to Sara / Zammy gear
-Added text to cannonball crafting
-Can now use Klank's Gauntlets to get Quicklime
-Fixed a bug with using bucket of water on bread
Thursday, September 1, 2016
September 1st, 2016 full patchnotes
Full list of fixes from this update:
-Farmers now accept noted payments
-Muddy chest now implemented
-Retribution / Redemption prayer bugs fixed
-Mole no longer retreats to the same burrow spot
-Seaweed nets now have a refresh timer
-Anti++ properly requires coconut milk
-Nightshade can be picked with gauntlets
-Ship to Waterbirth second-click option fixed
-Ladder at the end of Waterbirth dungeon working
-Bones to Peaches tablet fixed
-'Inspecting' crops now shows treatment status
-'Taking' from tomato compost bin fixed
-Fillables now properly usable on each other
-Ogre arrow flighting bug fixed
-Brimhaven moss giant ropeswing fixed
-Nature Amulet now has a 'check' right click option
-Can properly enchant less than 10 bolts
-Music and sound fx fixes / changes
-Run energy properly restores if leader is walking
-Random events no longer disable / drain prayer
-Rune / Adamant (g)/(t) skirts added to TT
-Dark cavalier added to TT
-Spam clicking continue no longer closes dialogue
-Loop button on the music interface now working
-Added pie tasks to the Cooking guild
-Farmers now accept noted payments
-Muddy chest now implemented
-Retribution / Redemption prayer bugs fixed
-Mole no longer retreats to the same burrow spot
-Seaweed nets now have a refresh timer
-Anti++ properly requires coconut milk
-Nightshade can be picked with gauntlets
-Ship to Waterbirth second-click option fixed
-Ladder at the end of Waterbirth dungeon working
-Bones to Peaches tablet fixed
-'Inspecting' crops now shows treatment status
-'Taking' from tomato compost bin fixed
-Fillables now properly usable on each other
-Ogre arrow flighting bug fixed
-Brimhaven moss giant ropeswing fixed
-Nature Amulet now has a 'check' right click option
-Can properly enchant less than 10 bolts
-Music and sound fx fixes / changes
-Run energy properly restores if leader is walking
-Random events no longer disable / drain prayer
-Rune / Adamant (g)/(t) skirts added to TT
-Dark cavalier added to TT
-Spam clicking continue no longer closes dialogue
-Loop button on the music interface now working
-Added pie tasks to the Cooking guild
Sunday, July 3, 2016
Dialogue Transcriptions
This post is something I've been meaning to make for a while, regarding translating wiki transcripts of quests into usable format for our code. To start making a transcript there first needs to be one on the RS3 wiki, such as: http://runescape.wikia.com/wiki/Transcript:Tears_of_Guthix
After this we need to breakdown what method calls each panel of dialogue exist as. For the 4 formats below, see the picture and how it gets transcribed into a usable method call in code.
1.) NPC chat:
d.sendNpcChat("I have been waiting here three thousand years,", "guarding the Tears of Guthix. I serve my master", "faithfully, but I am bored.");
2.) Player chat:
After this we need to breakdown what method calls each panel of dialogue exist as. For the 4 formats below, see the picture and how it gets transcribed into a usable method call in code.
1.) NPC chat:
2.) Player chat:
d.sendPlayerChat("...I still can't believe how long that 'one small favor'", "took me! I ended up walking all over the world doing", "small favors for all and sundry!");
3.) Statement: (Here you can see standard chat colors being used as well)
d.sendStatement("You cannot enter the cave again until you have gained either @dre@one", "@dre@quest point@bla@ or @dre@100,000 total XP@bla@.");
4.) Options:
d.sendOption("Okay...", "You tell me a story.", "Not now.", "What are the Tears of Guthix?");
Note: If the red 'Select an Option' says something different you would use this method call:
d.sendTitledOption("Different Title Here", "option1", "option2");
And there you have the 4 basic panels of dialogue broken down into method calls. The core thing to note over all the dialogue is how the lines are broken down. When you get a long string of text from a transcript on a wiki, you need to first cut out the part that is for that panel and wrap it in quotations. Then you add ", " to break the line up into a 'list' so to speak of more quoted strings. Each quoted string represents a line of a dialogue. It is also very important that you use the format for the method calls written here.
So basically what people have done in the past is paste in the whole transcript to their favorite text editor, pull up a 2007/2006/OSRS quest guide video and begin translating the lines into method calls. After this is done you can just put your text file into pastebin and send one of us the link. At the end of this post is a link to a site showing quests left to do. In each of the tasks are either a link to the transcript or a pastebin of the completed dialogue. You can use the completed pastebins for reference if you get stuck or are unsure of how it should be formatted.
T. Regards,
Pickles
List of quests: http://vidyascape.no-ip.org/kanboard/?controller=board&action=readonly&token=12bc8837b3e20f675f747fda8fabb18052bb904db415bf88e59cd8416b28
P.S:
For those of you code savvy - the "d." part references a DialogueManager class owned by the player and instantiated as a variable "d" for ease of use instead of typing "player.getDialogue()." every method call.
Tuesday, June 28, 2016
Piety and Chivalry Explanation
This update we have decided to add both Piety and Chivalry prayers
to the game without the quest requirement. In the past, we have said
this is something we would like to avoid, but there are a few reasons
why we decided this was the best course.
King's Ransom would require overhauls of both the Camelot/Seers area and Falador as the quest replaced the drop party room with the courthouse that was used in the quest. In addition to being ugly and out of place with the current art styles, it moved the party room to Falador. It would also require an update of Camelot castle which, again, was ugly and out of place.
We are now more than capable of updating areas of the map and could do this (fairly) easily, but we feel it really hurts the old school feeling of the game to have the new style of graphics and we will try to avoid adding this kind of content in the future as well. This does not mean we're going to be adding content without the requirement frequently. This situation is an exception to the rule and you should not expect to see it again for a long time, if ever.
While we were adding these two prayers, we went ahead and revamped the way prayer drains. It should be far more accurate and flicking should, in theory, work correctly as well. This may be a work in progress that will need a little tinkering over the next couple weeks.
Latent
King's Ransom would require overhauls of both the Camelot/Seers area and Falador as the quest replaced the drop party room with the courthouse that was used in the quest. In addition to being ugly and out of place with the current art styles, it moved the party room to Falador. It would also require an update of Camelot castle which, again, was ugly and out of place.
We are now more than capable of updating areas of the map and could do this (fairly) easily, but we feel it really hurts the old school feeling of the game to have the new style of graphics and we will try to avoid adding this kind of content in the future as well. This does not mean we're going to be adding content without the requirement frequently. This situation is an exception to the rule and you should not expect to see it again for a long time, if ever.
While we were adding these two prayers, we went ahead and revamped the way prayer drains. It should be far more accurate and flicking should, in theory, work correctly as well. This may be a work in progress that will need a little tinkering over the next couple weeks.
Latent
Wednesday, June 1, 2016
NPC Combat Definition Changes
With this patch, NPC combat is changing
drastically for certain NPCs and will continue to change for the rest
over time.
Recently we discovered that all NPCs in
the real game had actual levels set for combat. This means each NPC
had an attack, strength, defense, etc. level as well as having
“bonuses” which translate to equipment bonuses in players. There
are ways to obtain the levels and we have been making use of them to
include the levels in our own NPC definitions. This means NPC combat
will function the same way player vs player combat does as far as
accuracy and hits go. Hopefully this will lead to more authentic
combat experience on /v/scape.
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Friday, May 20, 2016
NPC Death Animation Timers
With this patch, NPC death animation timers have been implemented.
What did he mean by this? The time the NPCs take to go through their death animation is now variable and can set on an NPC by NPC basis. If you see an animation that doesn't look quite right, submit a bug report on the mantis (preferably keeping all the ones about the timers in one report) or post a list in the thread and hopefully I will see it.
If you had killed ogres or guards in Varrock, you may have noticed this animation issue. The ogres stood back up for a split second after their death animation and the guards stayed bowed down for ages and looked stupid. This is something I would like to get fixed in the near future because it's an easy fix and makes the server look more """""""""""""professional."""""""""""""
Latent
What did he mean by this? The time the NPCs take to go through their death animation is now variable and can set on an NPC by NPC basis. If you see an animation that doesn't look quite right, submit a bug report on the mantis (preferably keeping all the ones about the timers in one report) or post a list in the thread and hopefully I will see it.
If you had killed ogres or guards in Varrock, you may have noticed this animation issue. The ogres stood back up for a split second after their death animation and the guards stayed bowed down for ages and looked stupid. This is something I would like to get fixed in the near future because it's an easy fix and makes the server look more """""""""""""professional."""""""""""""
Latent
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