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Messages - Crazy Joker

Pages: 1 2 3 4 5 6 7
1
Suggestions & Ideas / Slayer prefer and block lists.
« on: July 13, 2016, 04:55:52 pm »
Would be a great addition in my opinion. You unlock prefer and block slots as you level up slayer up to 4 slots maxium perhaps? Unlocked at levels 20, 40, 60 and 80 for example.
Would cost 3k slayer points for both to prefer and block the slayer task. You need to have that specific monster as a slayer task to prefer/block it.
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2
Hey guys,

I've got quite a lot of things ready for today. So let's start... :)

Obsidian Terror
I'm proud to present you our first quest that is fully scripted! I've intensively been working on our scripting engine, which will allow us to deliver quest content much faster in the future. You can start the quest by talking to TzHaar, who can be found in the eastern part of the obsidan caves. It's marked with a quest icon on the minimap.

Obsidian Terror contains a bit of everything. You'll explore unknown caves on your own and will be rewarded with access to a new area that contains new monsters to be slain! There's also a new unique item drop, which you can see on the screenshot above.

Following things have been updated:
  • Chronozon now has a rare hell kitten drop
  • The Karamja Agility Arena has received a new ticket gain system. You now no longer share the arrow of your dispenser with all other people. Everyone gets a custom location and it will immediately reset when you tick a dispenser. Thus, you're now able to gain tickets at your speed.
  • PID shuffling has been added. PID is the internal Player IDentifier you get when logging into the game. Lower ids sometimes have advantages in the game. Although we do our best to avoid these advantages, they can still happen. The only way to make this fair, is to shuffle the PIDs. You still keep your PID, it won't change, but the server will now randomly process them instead of ascending order. Players will notice this in how the game registers your attacks in places such as the Duel arena.
  • The hit system has majorly been reworked. Before the update, the hit on an entity (player or npc) was registered 0.5 secs before you could see it. This delay has been removed with this update. You're now able to heal yourself before the hit is actually registered on your character. This won't allow you to avoid death in every situation, it merely gives you a 0.5 second time span to react on an incoming hit.

Small changes and bugfixes
  • You can now realistically obtain cake ingredients and complete realistic cake tasks (goodbye baking 5000 cakes!)
  • Smithing items that usually come in stacks now have realistic tasks (bolts, knives, arrowtips)
  • Menaphite cosmetic sets are now dropped in full by bandits.
  • Mutant tarns now count for their full combat level when doing slayer or combat tasks.
  • You can now KO players and monsters with vesta spear specials (before it would only do 90% of your hit, and since Emps does not use overkill you were never able to kill something with the special)
  • The way special attacks work has been adjusted. You should no longer find yourself in situations where your special attack won't activate when you quickly switch your weapon.
  • Players will now be able to find hunter skill items in the skill items exchange just like all the other items.
  • A bug was fixed where entities (players and npcs) were partly or completely invisible.
  • Air spell animations updated.
  • Abyssal demons have had their droptable reworked because of the new Obsidian dragons.
  • Obsidian items are now solely dropped by Obsidian dragons.

All the best,
Thomy
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3
Update Notes / Updates - May 24th 2016 - A new pet!
« on: May 16, 2016, 06:57:49 am »
Hey guys,

Here are the changes for today, with some tweaking, neat new additions and new content.

Following things have been updated:
  • Arrows you pickup now directly go into your quiver if they are of the same arrow type, regardless if you have free inventory space or not.
  • The fail chance for Agility has been reworked. You should find yourself failing less often with lower Agility levels now, especially in the Karamja Agility Arena.
  • Several Agility animations updated for Karamja Agility Arena.
  • Corporeal beast now has a chance of 0.1% to drop a Baby corporeal beast version. The pet is not tradeable.
  • A completely new tutorial has been added to the game. This content is fully scripted with our scripting engine. You can use a portal from Barbarian village to Tutorial island if you want to visit the place. Or just register a new account and check out the full tutorial.
  • New players do no longer get 24h of double xp. We want to move double xp completely to the daily task system and have it be rewarded to those players that spend a lot of time in the game.

Small changes and bugfixes
  • Farming tasks are slightly longer, slayer tasks have been made shorter, since you have less choice in what you can kill.
  • Several other tasks were removed, such as bread, sweetcorn, rabbit and bird meat, rabbit foot amulet crafting.
  • KBD standard drop of 3 dragonhides is now noted.
  • Bandits now drop menaphite clothes.
  • You can now slice watermelons again.
  • Bandos helm on male and female will no longer glitch on certain platebodies.
  • Mining now counts ores for tasks and not rocks mined.
  • Lumbridge dungeon entrance at the lumbridge castle can now be used properly.
  • Fletching task amounts were lowered.
  • Hellhounds no longer drop obsidian cape, this is replaced by lamps.
  • You can no longer use the alchemy spells on the runes the spell needs.

All the best,
Thomy
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4
1. Item Drops:

Most (if not all) 'rare' item drops are way too easy to get. What we also luck is creativity. Too many monsters drop onyx gems and and and.
What I'd like to suggest is that we either make items more exclusive (e.g. onyx gems can be obtained only from shooting star or caskets), lower the drop rate significally or buff all these 'strong' monsters. Some bosses should be soloable, but not all.



2. Challenge:


Emps-World has no challenge at all anymore. As I mentioned before, bosses are way too easy to kill, their rare drops are way too common and you can solo all of them.



3. Slayer Shop:

It is nothing special that people have more than 100k slayer points without spending them. There are just one or two items worth to mention, but they are easy to get as well. What we need is a shop rework. hunters cbow can be added to a 'strong' monster and leaf-bladed items can be removed I guess.
What I would change is to add two new items to the shop, anger staff and anger bow or cbow. All these weapons would be as strong as they are now until you 'charge' them for 10k slayer points each. Charging the items results in higher accuracy and more damage vs bigger NPCS. These new items will have 1k charges and all of them will be untradable.
People who spend time playing this game (i dont count staking or merching as playing) should get something useful in return that other people dont have.



4. Duel Arena:

In my opinion staking is the worst feature to have in Emps-World. People try their luck (all in most of the time) at duel arena. They win, they stay. They lose, they quit. There is a reason dicing was not introduced to Emps-World, but staking is not better as it is now.
What I would like to change is to allow only cash stakes (100m max.). A limitation will prevend people from losing their bank instanly and cash stakes will force hoarders to sell their items if they wanna stake (items will spread throughout the game).



5. Mini-Games:

Emps-World has no fun mini games. I have suggested a new mini-game before and said what I would like to change to make the current mini-game more interesting and challenging.

All of the shop rewards need to get wiped out though.

Here are my suggestion for the new shop rewards:

- Hybrid armour (trickster, vanguard, battle-mage): All parts will be untradable, they can be worn at level 1 and their stats scale with the representative level up to level 90 resulting in them being the strongest armour to ever exist. The downside of these items is that their effect works only in mini-games, which means they are just cosmetic items anywhere else. To spread the activity to all mini-games, castle-wars will have all helms, soul-wars will have all bodies, pest control will have all legs and jad-mini game will have boots and gloves. Additionally their set effect will work just like void (increasing your attack power significally) while having great defensive stats as well. To make these items even more attractive, all your ticket gains increase by 15-25%.

- XP rewards: Since these are combat based mini-games, you will be able to purchase tradable, combat based, xp lamps (which give 100k xp to attack, strenght, defence, ranging, magic or hitpoints) or exchange your points for 150k instant xp. People who do not play the game will able to buy the lamps from other people, but they get less xp than those who play the game. Adding prayer might be an option, but I personally dislike that idea.

- Brawlers: All mini-games will offer combat based brawlers which double your xp gained for 1000-2000 hits.

- PvP content: This items will mostly decide whether a mini-game will be played or not. Im open for suggestions, but I would like to mention that these items have to be very good. My suggestions are chaotic weapons (only tradable when out of charges), a new improved ring of vigour (tradable) and new strongest necklaces (untradable). All items will be spread towards the 3 main mini games (CW, PC, SW).

- Void: You will be able to buy all pieces in all mini-games (you can play your favourite mini-game for void). We will only have elite void sets (normal void sets will turn into elite), they will be untradable and you can wear them at any lvl. Same as hybrid armour, they will scale with your level up to lvl 75 while having the attack power of t85 because of their set effect.

- Cosmetic items: As much as I do not like them, they shoud get added just for the lols. Either keep the current cosmetics or add new ones. I dont really care.

What happens to the skilling brawlers? Skillers should not play combat based mini games to get their skilling rewards. Therefore skilling brawlers will be moved to crystal chests and caskets (all brawlers are untradable).



EP Shop & Events:

There is no guarantee that staff members will host these events on a regular basis. To make it easier for us players and less stressful for the staff team, you will have a 10% chance to get 1 EP everytime you play one of the 3 main mini-games (you have to play till the end to get the chance for 1 EP).



New semi-oldschools:

We all know Emps-World is flooded with money. In order to solve this problem and give something good in return, you will be able to buy a new kind of key (that does not exist in emps yet) for 5.000.000. coins. Keys are untradable and you can open a new chest that grants you junk most of the time, but also has some exclusive items e.g. 3rd age druidic pieces (super rare), bonecrusher, etc...




These are all ideas I got for now. Feedback is welcome. Thanks for reading. :)






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5
Off-Topic / Re: I straight piped my car!
« on: April 07, 2016, 02:50:32 pm »
dikke bmw
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6
Update Notes / Updates - May 13th 2016 - I'm back :)
« on: April 05, 2016, 10:34:53 am »
Hey guys,

It's been a while since the last update, but I really needed that break. I'm glad to finally be back and will start working on more updates from now on. :) You can find all the details regarding my break here: https://emps-world.net/forum/index.php?topic=16406.0

We have a lot of new changes for you, including new content, small changes that'll make your gameplay smoother, crucial bugfixes and drop updates!

Following things have been updated:
  • A Duel arena bug was fixed, where some players could instantly attack without having to wait for the countdown. The overall duel arena system was also updated to avoid such problems in the future.
  • Overall monster defence / accuracy slightly increased. This change only has a larger effect on stronger monsters. We've identified that a lot of monsters are too weak with the new tier 80 items and thus need to be made stronger a little bit.
  • Boss monsters have higher accuracy and defence now, on top of the global buff. They will hit more often and take less hits. The aim of this update is to make bossing a challenge again, even with maxed out items, and to avoid endless solo trips.
  • Drops rework, read more below!
  • The homepage's play button popup was reworked. You're now able to download all types of the game client (jar, exe and mac) and do no longer only present the default one for your OS.
  • Barbarian village now contains 3 copper and iron ore rocks. Also, the pottery oven has been renamed to furnace to make it more clear that you can use it as a furnace to smelt bars. This enables players to train early mining and smithing in barbarian.
  • Freezing immunity is slightly reduced (players can be frozen more quickly now after they have been frozen before), and npcs now also have a freeze immunity timer.
  • New items have been added to the EC shop. You can now purchase a King black dragon outfit:

    The outfit can also be trimmed with Dragon (g) kits, just like other dragon armour parts! The armour scales with your character up to level 60.


Daily Task System
It's been a while, but it's finally there, the daily task system! Every player gets 1 daily task, members get 2. There's also the chance of earning a 3rd task simply by playing the game. It's random when you receive the 3rd task, the only requirement is a daily online time of at least 2 hours. Daily tasks are closely related to skilling, they all involve the creation of some items or killing specific monsters. Every task has a short description what needs to be done, in order to complete it. You can see an example of the tasks interface below:

I've also added a new guy to the Grand Exchange. His name's Matt and he'll help you with the daily task system! He can be found at the south-eastern area of the Grand Exchange. Now, one might say that daily tasks aren't worth the time? Well, you get 1EP per task AND a nice amount of xp when the task is completed! You'll also get additional EP for the completion of every 10th and 50th task. A list of all possible tasks can be found on the wiki: https://emps-world.net/wiki/DailyTasks


Drops changes
A lot of monsters had an overwhelming or underwhelming drop table. These changes mostly affect those monsters that have been overly popular. In general we removed a lot of items that you would need to alch or leave behind, a lot of mid tier items have been more unique divided over monsters (dragon, barrow gloves, onyx, robin sets and other uncommon item drops that were shared by a lot of monsters). You would now have to pay more attention to the drops to see what you're getting and if it's the current meta for trading.
In exchange we added a couple more useful items that everybody enjoys getting, whether it is for trading or personal use. Examples are lamps, rare stacks of resources (crafting, smithing, fletching, herblore) and range items.
In the list below I included the most important changes. The wiki will be updated asap with the correct droptables.
  • Robin sets have been moved from black demons and smoke demon to most wildy bosses such as wildy wyrm and corp beast. Obsidian capes are now only dropped by wildywyrms and obtainable through the tzhaar shop.
  • Highest level revenants only drop 3rd age leg and body pieces, you can obtain the other pieces from lower leveled revenants
  • Aquanites now drop several crucial herblore ingredients such as snape grass and toad's legs
  • Banshees and Cockatrices had their herblore drops buffed but they no longer drop gloves.
  • Most smoke dungeon monsters now drop lamps regularily, and dragon drops have been nerfed
  • The burnt chest in the smoke dungeon now also has dark dagger as reward (removed from the boss)
  • Bone items have returned to kharidian desert monster drops
  • Comp ogre bow has been moved from KBD to General Graardor
  • GWD bosses now each drop crucial noted herblore ingredients such as potato cactus, crushed nests and wine of zamorak
  • Barrelchest anchor has been moved to the warriors guild and can now be obtained for 3171 tokens. It is still tradable.
  • Onyx have been removed from a lot of monsters and can now only be obtained through mining, tzhaar shop, chronozon, Kalphite queen and KBD. To make up for the loss you can now obtain more onyx tips and bolts from several monsters that used to drop onyx
  • Dragon items, including dragon boots, chain and gloves, are now more rare overall. They are mostly only dropped by dragons and several bosses, but you would have to check the actual monster to see what kind of dragon items you can obtain now.
  • Magic watering can has been removed from bosses, you can only obtain it from the crystal chest!
  • Dragons and metal dragons have had a huge change of drops, making them more interesting and less alch-focused (frost and mithril are untouched). Each kind of dragon has their own unique set of dragon drops now, shifting the focus around some popular traded dragon items (dragon dagger and boots for example)
  • KBD now drops less alch value but more useful and interesting drops, such as resources. KBD no longer drops infinity robes, but Chaos elemental still does.
  • Crystal key drops have been nerfed
  • Dagannoths have had quite some changes, they are now worthwhile sources for herblore and prayer xp. Moreover the dagannoth cave now contains some snape drops lying around.

Small changes and bugfixes
  • Certain npcs in the wilderness are now correctly aggressive again. (Wildy wyrms as prime example)
  • The winter logo was removed, we're now having the original Emps-World logo on the homepage and on the client.
  • A bug in Barbarian Assistance quest was fixed, which made Galahad constantly teleport to you.
  • A bug was fixed where the client loader wouldn't start and some people were presented an 'unable to access jarfile' error.
  • Special attack effects now also apply on 0 hits (if the special is not dependent on the hit). An example is Statius' warhammer.
  • Taste Vengeance now doesn't trigger on hits that deal the killing blow. Go risk your items and get your revenge!
  • Several typos fixed

Double xp weekends and Event Points (EP)
Please don't get this the wrong way, but we're removing Double Experience weekends. They're destroying the overall game in the long run. We don't want to force people to play during special times and make it feel like a waste if they train outside the weekends. We're not destroying the Double Experience concept, but we want to let you choose when to use it. As some of you probably know, you can purchase 20min of double xp for 1EP. With the daily task system release, you can gain EP per day and thus collect a sufficient amount of double xp time when it's yours to spend.

With this update, I've also reworked the scripting engine for quests completely to make it more flexible for usage. This doesn't change anything in the game, but will make the development of new content faster in the future.

All the best,
Thomy


Updates 14th of May:
  • Several useless daily tasks removed.
  • Slayer and Fletching tasks are now completeable.
  • Ice barrage now correctly freezes again.
  • You need at least a combat level of 10 to get Slayer and Combat tasks now.
  • A bug was fixed where your pet disappeared when you dropped an item.
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7
Introductions & Farewells / Re: .
« on: March 30, 2016, 01:08:42 am »
. :kappa:
. :kappa:. :kappa:

If I had posted this, I would've been warned or infracted for it lol.
Welcome to Emps-forum, where staff members are hypocrits and nobody gives a shit. Enjoy your time.


took me 3 clicks to press that god damn dot.
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8
Introductions & Farewells / Re: .
« on: March 29, 2016, 09:26:21 pm »
Too bad I haven't created a feedback topic in ages. Would've been an ideal test too see if you're still an irrational moron.
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9
Videos / Wilderness adventures ep 2 ft. Demon Of Fla
« on: March 18, 2016, 12:14:27 am »
feature=youtu.be

Basically me commenting on a fight I had with one of Lithuania's finest pkers.

Also the quality of the video is quite bad because I couldn't use sony vegas, kept messing up the video after I rendered it. As a result I used windows movie maker and therefore I couldn't add background music + the audio is a tiny bit out of sync (kept crashing when I tried to fix things).
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10
Screenshots / Re: Bank.
« on: February 21, 2016, 12:20:41 pm »
lol rip bank
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11
Update Notes / Updates - February 21st 2016
« on: February 12, 2016, 10:10:08 pm »
Hey guys,

Following things have been updated:
  • A bug was fixed where the Ahrim's set effect didn't work with freezes.
  • Ban details are now shown at the login screen.
  • Barrow repair costs increased. Repairing an entire barrow set now costs 990.000gp. The total hits on a barrow item until it degrades has been increased to 1250. It now needs 5000 hits in total until a barrow item completely breaks. All in all, the items now last longer and the repair costs have thus been adjusted as well.
  • Barrow brother's hitpoints reduced to 140 from 180. The last update that increased their hitpoints was just too much.
  • Improvements have been made to object and item clicking. Small items on the floor are no longer difficult to click on. There's now a minimum clicking radius for small items such as seeds, vials, etc.
  • Some agility course animations have been reworked and will look smoother now.
  • Projectile animations have been fixed. Some projectiles (arrows, spells) were bugged because of looping their animation twice. Good example for these bugs were the dark bow special attack or distant dragon fire breaths.
  • Distant dragonfire attacks now deal damage again. There was a bug that completely nullified their damage when wearing any item that blocks any amount of dragonfire.
  • A bug was fixed where anti-poison timers lasted forever.
  • Several Grand Exchange tweaks including a fixed duping problem. Don't worry, this one was found in secrecy and fixed at the same day. No damage was done to the economy! Still, I'm thankful to the users who cooperated so nicely. :)
  • Runecrafting rework was planned but due to an urgent update, I have to put a half-released Runecrafting into the game. We're planning an abyss expansion and adding talismans, a quicker way to enter the rune altar instead of going through the abyss! Though, talismans and the abyss expansion (ability to get rune pouches) has to be delayed. Please bear in mind that the Rune and experience gains aren't final, I had to rush this update because of complications with the Grand Exchange.
  • Crashed client instances now generate a log file that I can use for further investigations.
  • Loading the map in-game is a tiny bit faster now. The game will now load more models at once and the lag spike after the entire loading process will now be gone.

This update may be quite a surprise to you, because we usually don't update the game on Sundays. I'm forced to update Emps-World today, because we fixed a duping bug in the system. This has to be as fast as possible to keep the damage of the dupes small. We've gone through the game, read plenty of logs and found out that only some people (< 5) knew of the problem and we could easily delete the duped items. Thus, a rollback is not necessary! :)

You may wonder why I'm reworking Runecrafting? The reason behind this is the daily task system, which is already pretty far. The exact details of the daily task system are yet to be thought of, but I can already say some things that I know. You'll be assigned 1-2 (members 2, non-members 1) tasks every day. Completing these tasks will reward you with EP and resources. Completing your daily task basically costs no money! You'll be covered with the resources in form of other resources having the same value. Thanks to the Grand Exchange's price system these kind of calculations are now accurately possible. The Runecrafting code was... ancient and it had to be mapped into the new skill system so that you can also get daily Runecrafting tasks! I also wanted Runecrafting not to be only trainable in the wilderness or via an Ancient magic's spell.

All the best,
Thomy
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12
Guides / Re: Emps script: Write your own quest!
« on: January 27, 2016, 02:20:43 pm »
Code: [Select]
d = quest_options
opt | 159 "Begin quest" | gnomechild

d = gnomechild
if $q_gnomechild == 0 gnomechild_begin
if $q_gnomechild == 1 gnomechild_check

d = gnomechild_begin
npc "Got any of that good shit, yeah?"
plr "Hhhhhhhhhhhhhhhhhhhhhhhh???"
npc "Bring me 12 guam leafs."
qst "Help the gnome child in his dank quest?" "Ok" | gnomechild_cont "Ok" | gnomechild_cont

d = gnomechild_cont
npc "Ty m8." $q_gnomechild = 1

d = gnomechild_check
npc "You brought the good shit?"
if hasItem({249, 12}) gnomechild_finish else gnomechild_scam


d = gnomechild_finish
delItem(249, 12)
npc "Yeah thats the shit. Good shit m8. Ty." $q_gnomechild = 2

d = gnomechild_scam
npc "You tryin to foken scam me m7?"
plr "Cheeky little shit m8 I'll bash ur head in I swear on me nan."
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13
Guides / Emps script: Write your own quest!
« on: January 26, 2016, 03:38:03 am »
Introduction

Because here at Emps we highly support custom content, we'd like everyone to invite and try to make custom quests for Emps World. New quests are written in Thomy's newly created Emps script: a simple script language that helps the server understand what kind of quest directions you're giving, without having to complicate things in java.

Features

The script has a lot of limitations, and gets features added over time when they are necessary.

Currently Emps script covers the following quest features:

  • Player to NPC dialogue
  • Any NPC to player dialogue
  • Different options and progress to continue (different) dialogues
  • Player gives (multiple) item(s) to NPC
  • Player requires (multiple) item(s) to advance
  • Player requires (multiple) equipped item(s) to advance
  • NPC gives item to player
  • Player advances to the next state in the quest (dialogue will start where the player left it)
  • NPC can check if a player owns a certain item(s) anywhere in their account
  • NPC can check if a player has a certain item(s) in their inventory
  • NPC can check if a player has a certain item(s) equipped
  • Add yellow markers on maps and to NPCs
  • You can be teleported
  • Interfaces like guides and bank can be opened
  • A game status message can be sent

This means that only custom quests that require gathering of items, search quests or a quiz can be made with this script. Small additions to the game code that cannot be covered by Emps script, like spawning npcs, simple monsters and combining items (with level requirements) are no problem to include in your quest, but will have to be mentioned in detail.

Before you'd like to create a custom quest, keep these limitations in mind and first write a short step-by-step story that will cover the entire quest and your checkpoints. For the example I'll use the Halloween 2015 event quest I made with this system.


Script story

The player needs to help the grim reaper with halloween: talk to the grim reaper and accept the quest. (here you flag the first checkpoint in the quest, the player will directly skip the introduction if met again)
The grim reaper gives the player several tasks. First i wanted to let the player decide which task he was going to do first, which second etc. (This is not feasible with the current system, because you would have to create all the possible combinations and write questlines for each combination.)

The grim reaper gives you the first task: Meet with the barbarian. If you talk to the grim reaper again (without talking to the barbarian yet) he should give you a tip for the barbarian, and thus you need to assign another checkpoint here so your dialogue starts with this tip.
Once you finish all the dialogue with the barbarian, you meet another checkpoint. This signals that the grim reaper dialogue will advance into the next task

The grim reaper gives you the second task: The cook, you need to combine some items to give him the combined item.
Now this is where I cheated a little. In this script you cannot create the recipe for the combined item, this has to be done in the game code itself (any custom or new npcs will have to be spawned in the game config aswell).
Once you do have the combined item, you tell the script the player needs to have this item to advance in the dialogue. The item will then be removed by the script if necessary.

The same thing for the third and last task: in the script the grim reaper will give you a jack-o-lantern mask, and only if you equip the mask farmer fromund will answer on your quest and you will be able to advance. In this case however, the mask will not be removed from the player. Another checkpoint is added here so the grim reaper knows that you completed this task.


This sounds rather easy, but you have to cover any missing dialogue holes! For example, you need to create a dialogue that happens when you do not have a certain item, when you are already done with that quest or when a player loses items that are required in the quest and obtained by the quest npc!



Script syntax

Like any other language emps script has a certain syntax for the program to recognize. Individual commands are seperated by tabs (and not spaces!)

A dialogue starts with
Code: [Select]
d = dialogue_name
Any quest starts with all the NPCs listed, and the dialogues that belong to them, with the appropiate checkpoints (the progress in your quest determines with which dialogue the npc will start)

Code: [Select]
d = quest_options
opt | 8977 "Begin quest" | hween_grim_reaper
opt | 384 "Continue quest with the Barbarians" | hween_1_barbarian
opt | 794 "Continue quest with Charlie the Cook" | hween_2_cook
opt | 3917 "Continue quest with Farmer Fromund" | hween_3_farmer

opt | 8977 is the option with the NPC id, so the server knows which npc is talking. NPC 8977 is the grim reaper in Emps.
hween_grim_reaper, hween_1_barbarian, hween_2_cook and hween_3_farmer are dialogue names.

This is an overview dialogue of all the dialogues that the grim reaper uses in the halloween quest. At every checkpoint ($q_quest) the grim reaper answers with a different dialogue. The dialogue names are behind the checkpoint number. This does not need to be done for every npc, it can be shorter, but it definitely keeps the overview.
You can use >= and <= to group dialogues: if a quest has started and you get to checkpoint 1, the npc will always answer with dialogue_name if you use $q_quest >= 1 dialogue_name.

Code: [Select]
d = hween_grim_reaper
if $q_hween == 0 hween_begin
if $q_hween == 1 hween_1
if $q_hween == 2 hween_1_hint
if $q_hween == 3 hween_1_finished
if $q_hween == 4 hween_2
if $q_hween == 5 hween_2_hint
if $q_hween == 6 hween_2_hint
if $q_hween == 7 hween_2_finished
if $q_hween == 8 hween_3
if $q_hween == 9 hween_mask_check
if $q_hween == 10 hween_3_finished
if $q_hween == 11 hween_grim_reaper_end_decide

$q_hween == 0 is checkpoint 0 and thus at the start of the quest the player will be met with the dialogue hween_begin:
Code: [Select]
d = hween_begin
npc "Hello mortal."
plr "Hi @name@, you look grim. I'm sure you have a quest for me!"
npc "Of course I look grim, I'm the @dbl@Grim Reaper@bla@ you fool!"
npc "And yes, I might actually need you to do something for me."
qst "Help the Grim Reaper" "Yes." | hween_cont "No." | hween_abort


Here a question (qst) is asked, and each answer leads to a different dialogue name (d = hween_cont and d = hween_abort). Maximum of 5 answers.
After the player selected yes, the continued dialogue is the following (shortened)

Code: [Select]
npc "Lets start with the Barbarian." $q_hween = 1
to "Start quest" | hween_grim_reaper

Here you set your first checkpoint, $q_hween = 1
This means that the next time you talk to the grim reaper, you go to dialogue name hween_1 (it goes first to hween_grim_reaper and then sees that you are on checkpoint 1, so it starts hween_1).
If you use an overview like mentioned before, make sure you use the 'to' syntax to this same overview everytime you set a checkpoint. This makes it easier to see where the dialogue is heading. Even though the checkpoint is $q_hween == 1, that doesn't mean you should set it 'to hween_1' !


You get the point by now I think. Now you just have to be careful that for every checkpoint in the quest, every npc has an answer when the player talks to him. If you got your first task, but didn't clear the checkpoint with the barbarian yet, the grim reaper has to give you a tip or something. So after the first task you need to set another checkpoint.


Other commands

You can add various other commands to the script that include actions and items:

Here an npc adds a marker for you to the npc you should go to. The marker numbers include the npc id and the location (x and y) of the npc.
Code: [Select]
npc "Come back to me once you succeeded." $q_hween = 2 mark(id, x, y)
Here the barbarian will have a standard answer if your checkpoints do not meet 2 and 3. If your checkpoint is 2 it'll go to the dialogue hween_1_barbarian_treat, same goes for 3. If your checkpoint is not 2 or 3 it will continue to finish the dialogue below and end. This is basically a shorter version of the hween_grim_reaper overview mentioned before.
Code: [Select]
d = hween_1_barbarian
if $q_hween == 2 hween_1_barbarian_treat
if $q_hween == 3 hween_1_barbarian_go_back
npc "Get lost!"
plr "Okay okay... easy..."

Here you check if a player has a certain item in his inventory. If you are looking for a multitude of items you should put (id-amount), else just the id. If a player does not have the item it will continue with the dialogue behind 'else'.
Code: [Select]
d = hween_2_cook_1
plr hasItem(2197) "Hello cook, would you be interested to taste this special recipe?" | hween_2_cook_okay else "I should make those special crunchies that the Grim reaper told me to make." | hween_2_cook_no_item


Identify the npc that is talking to you inside the dialogue_name if you haven't identify this before. You can also use this to have two NPCs talking to you in the same dialogue (like a three-way argument). To find a npc id, use runelocus.com's npc list, or use ::devon ingame: http://i.imgur.com/MpRWCLJ.png
Code: [Select]
npc | 559
Deletes the item from the inventory of the player if inserted in a dialogue frame. At least 1 item id is required.
Code: [Select]
delItem(id-amount, id-amount)
Adds an item to the inventory of a player if inserted in a dialogue frame. If the player's inventory is full, it will be dropped. At least 1 item id is required.
Code: [Select]
addItem(id-amount, id-amount)
Equips the player with this item, but only if the slot is already empty. I'll add the slot id's later.
Code: [Select]
equip(items, slot)
Checks if the player has one of the following item(s) in his inventory (Don't forget to add an 'else' if the item is not owned!):
Code: [Select]
hasItem([id-amount, id-amount]) "dialogue" else "dialogue"
Code: [Select]
has([id-amount, id-amount]) "dialogue" else "dialogue"or if the player has all of the following item(s) in his inventory (Don't forget to add an 'else' if the item is not owned!):
Code: [Select]
hasItem({id-amount, id-amount}) "dialogue" else "dialogue"
Code: [Select]
has({id-amount, id-amount}) "dialogue" else "dialogue"
Checks if the player owns the item (inventory, bank, or equipped). Don't forget to add an 'else' if the item is not owned!
Code: [Select]
ownsItem(id-amount) "dialogue" else "dialogue"
Checks if the player has this item equipped. Atleast 1 item id required. Don't forget to add an 'else' if the item is not equipped!
Code: [Select]
hasEquipment(item, amount) "dialogue" else "dialogue"
Opens an interface popup, like the bank, a guide or note. This interface needs to exist in the game code. I'll list common interface id's later.
Code: [Select]
interface(id)
Puts a yellow marker on the minimap. If the given npc id is close to the location the npc will be marked instead.
Code: [Select]
mark(id, x, y)
Teleports the player to the given coordinates. Commonly z = 0 for ground level. To find coordinates, use the command ::devon ingame: http://i.prntscr.com/942c201f47354a7b8aa87b65268d436d.png
Code: [Select]
teleport(x, y, z)
Name of the player or NPC talking to
@name@

Colors, add these tags around the dialogue text similar to the colors used in the chat ingame.
@dre@, @dbl@, @gre@, @dre@, @mag@



Here is the entire Halloween script for study: http://pastebin.com/raw/LjDMZyhP
Please pay close attention to the tabs, spaces and symbols in this script.



Enjoy, I hope some will take up the challenge and know a good story to try it out! If you have any questions, please post!
The following users liked this post: Crazy Joker

14
Suggestions & Ideas / customizable Max Cape
« on: January 19, 2016, 12:40:52 pm »
This suggestion is for max cape people.
I know it doesn't change much in-game but it would be pretty cool.
By customizable I mean changing color of your max cape.
Thanks :)
Let me know what do you think?
The following users liked this post: Crazy Joker

15
Videos / Winner of 1b giveaway - Lolys2
« on: January 06, 2016, 02:31:48 pm »
The winner of the 1b giveaway is Lolys2.
Just contact me on forums whenever you are here.

Thank you all participants! There will be more giveaways so fear not if you didnt win :P



Subscribe and like and comment the video and you will have a shot at winning 1 billion!
Winner will be drawn 14.01.16

Enjoy my bank :P


I also have 2 pure with over combined 10b together.
And you wouldnt believe me if i told you have much i have given to my irl friends pr0f0sh0 and empsfrog  ::)
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