DarkDude
Members-
Posts
6334 -
Joined
-
Last visited
-
Days Won
4
Content Type
Profiles
Forums
Gallery
Events
Blogs
Everything posted by DarkDude
-
According to Jagex you need 85 slayer to get an abyssal head
DarkDude replied to DarkDude's topic in General Discussion
Winned! Didn't even have to pie. -
According to Jagex you need 85 slayer to get an abyssal head
DarkDude replied to DarkDude's topic in General Discussion
Yep. 58, got 60 :D (And have done since day 1 =P) I assume that because you need a slayer level to get the items they wouldn't put yet another level check when mounting. -
According to Jagex you need 85 slayer to get an abyssal head
DarkDude replied to DarkDude's topic in General Discussion
They definatly meant the number on the bottom/right. -
According to Jagex you need 85 slayer to get an abyssal head
DarkDude replied to DarkDude's topic in General Discussion
From a message I sent to Jagex on August 21st. Also, I've used Thousands of pies, way more than 1k, not really too lucky got a few million attack experience here. -
o_O Jagex said I needed 85 slayer to get them, I proved them wrong! First person with <85 slayer to get one? :D I get people to make me pies, and I get them whips =)
-
*Has a feeling that Paul used a digital camera to put his face in the game*
-
I bought WoW early August, I got about 5 hours in and haven't touched it sincel. In that time I've put A LOT of times into Runescape. I might resubscribe to WoW when I get a job, but I'd rather play Runescape than WoW
-
Nope, it's only been happening for the past few days.
-
Just updated a few things.
-
Congratz! You win the "I didn't be bothered to read the post" Award! This is most annoying for abyssal demons, it's ok when I'm eating food/potting as I normally click attack again anyway, but with abyssal demons where they keep teleporting around and you randomly stop attacking after you/it has teleported it starts to get extremely frustrating.
-
Exactly. Sometimes I think it just stops attacking randomly even if you were already attacking it.
-
It's only been happening recently, since the last update :/ It's happened a few times since I made this topic >_<
-
Over the past few days I've noticed that it doesn't work all the time. Some times it just randomly stops working, my character just stands there not attacking, and I have to attack again manually. This gets VERY annoying at Abyssal Demons. Is anyone else having this problem is it just me?
-
I know, I'll load up Runescape as many times as possible and see how many times it takes for my computer to crash, then I'll tell you =P
-
A lot of posts on these forums inspire me to do things, although I usualy give up really easily. A year and a half ago-ish when I was highish range (85+ ish, which was pretty high back then) I had some people from these forums see me in game and say I've inspired them to train range =P
-
Construction pictures (warning: lots of images)
DarkDude replied to DragnFly's topic in General Guides
I think the skeletal throne looks the best, although I've never seen anyone with it. But that's wthe one I'd want. trust me, the skeletal throne is ugly, i can't describe how ugly, but golvellius and i did some shopping around, maybe he can describe it. ugly. uhhhhgliii! don't get it, you'll regret wasting the millions, i've never seen crystal, but i think i'd prefer that Only 60 construction (And have been since the day after contruction came out...) so wouldn't be getting it for a while =P Would be nice if anyone does have a picture of one to show me =P -
Construction pictures (warning: lots of images)
DarkDude replied to DragnFly's topic in General Guides
I think the skeletal throne looks the best, although I've never seen anyone with it. But that's wthe one I'd want. -
Barrows is too confusing for me =P but when is the Loot determined? When you kill each brother? When you open the chest? Just a thought, maybe each monster is linked to a brother? Skeleton, Bloodworm, Giant spider, small spider, small rat, giant rat. 6 of them, just the same amount of brothers... So maybe every time you kill a skeleton he "rerolls" dharok's drop, improving the reward. (So say you get bloods from dharok, and you kill a skeleton it can "roll" any of the drops, and if it's bloods a small percetange is added onto dharok's drop) Although it probably doesn't work like that.
-
If you look at the "code" I wrote I used the values between 0-1. As someone already said in this topic, you can use values which are located somewhere. For example, your x,y co-ords in the game, ammount of time logged on, experience in a certain skill, current time and many other numbers. These could applied to formula to get the "random" number and it doesn't require a list so you were wrong in saying that the list is the only way to get "random" numbers. Anyway, can't be bothered to arugue any more. There's a few methods they could use to get it, but unless Jagex tell us then we will never know.
-
Would have to be one hundred atleast I'd think, seeing as the number of different drops the monsters can have. Now that you've explained it better, it does seem feasable (sp.) Just misunderstood what you meant earlier. I still believe a normal random number is generated, and there isn't a list like you say, but there could be just don't see any reason to have it.
-
I meant to say coded in runescript not programmed... A string of x numbers, the each time a monster is killed a number is randomly picked from the list of x numbers? It just doesn't seem logical to use that, would make things far too predictable and the lists would have to be really big which just seems pointless :/ also it would mean Ring of wealth did nothing.
-
Actualy, it was really psuedo code, semi based on vb.net, it wasn't meant to be accurate. Runescape is programmed using runescript, so it'd be different and no one knows what runescript looks like. A drop is generated each time you kill a monster, it's not generated when you log on, whenever you equip a new item, whenever you do an emote or whenever you do a handstand while drinking a glass of boiling water or whatever else people have said. The drops are INDEPENDANT, what you got last drop does NOT effect what you get next drop. There are too many factors that determine what the drop is that they can not be generated at any other time other than that of when the monster is killed...
-
Oh, so when you log on you get assigned say: 37, 57, 36, 32, 14, 48, 49 etc.? Then these are used where the rnd# was in my code? The way you explained it and with the example you gave it sounded like you meant it figures EVERYTHING out as soon as you log on. That wouldn't work if it was true anyway, due to the way the dropping works (As jagex have said there are two wheels) and with Ring of Wealth and what-not it would be a completely unefficent way to do it. How is the game meant to know what monster you're going to fight when you log on? To store that ammount of numbers when you log on would take up A LOT of space (Having to save what? 50k+ numbers for 100k people, that's A LOT) And yes, Computers may not be random, but it's possible to have "Random number simulators" where it IS basicly random.
-
But to do that it would have to generate ALL the drops you'd get for ALL the monsters in the game, and would take far too long. The drops ARE determined when you kill the monsters... The code is PROBABLY something like this. x = number of people that attacked THAT npc, so it checks all the players to see who did most damage then makes them player(n) if monster.dead = true then player(x).damagecheck = player(n) player(n).slayercheck player(n).questmonstercheck player(n).ringcheck if player(n).slayercheck = true and x <2 then player(n).addslayerxp(monster.hp) elseif player(n).slayercheck = true and x >1 then player(n).addslayerxp(monster.hp/2) endif s = rnd# if monster.drop(s) >=0 and <= 0.01 then player(n).itemadd(Coins (320)) elseif... etc... elseIf monster.drop(s) >0.9 then r = rnd# if player(n).ringcheck = true then r = r + 0.1 end if if monster.raredrop(r) >=0 and <=0.01 then monster.itemdrop(uncut emerald) elseif etc... monster.normdrop [bones etc.] if player(n).questmonstercheck = true then monster.itemdrop(questitem) endif x 10000000000 That's what HAS to be calculated every time an NPC gets killed, of course that's really badly coded but you get the point, there'd also be the drop tables and item dbs somewhere for the game to look at, instead of the drops being coded in the code.
