[GH-ISSUE #310] Fight Caves #10038

Closed
opened 2026-06-03 12:20:38 +00:00 by Dark98 · 6 comments
Owner

Originally created by @MitchvanWijngaarden on GitHub (Dec 21, 2019).
Original GitHub issue: https://github.com/2006-Scape/2006Scape/issues/310

The Fight Caves are incredibly buggy. I have screenshotted most of the problems, and prioritized the issues within the attached list of to-do items.

  • Fight caves are not properly instanced!
    image
    You can drop potions/and or other supplies for other players.

  • Stop NPC's from clipping in eachother.
    image

  • Fix waves starting before all NPC's are cleared
    image

  • Fix TzTok-Jad attacks in melee range to not instantly damage the player as soon as the animation starts.

  • Fix TzTok-Jad's second phase, healers do not heal.

  • Fix Tok-Xil (level 90) and Ket-Zek (level 360) not attacking players when they are not in a straight line of sight
    image

  • Use NPC size for NPC pathfinding / allow safespotting.
    image

  • Fix NPC spawns to be more OSRS like.

Originally created by @MitchvanWijngaarden on GitHub (Dec 21, 2019). Original GitHub issue: https://github.com/2006-Scape/2006Scape/issues/310 The Fight Caves are incredibly buggy. I have screenshotted most of the problems, and prioritized the issues within the attached list of to-do items. - [ ] Fight caves are not properly instanced! ![image](https://user-images.githubusercontent.com/19310541/71308186-b6449c00-23f9-11ea-9dbd-fae1f80ccc8b.png) You can drop potions/and or other supplies for other players. - [ ] Stop NPC's from clipping in eachother. ![image](https://user-images.githubusercontent.com/19310541/71308091-4255c400-23f8-11ea-969d-95bdb0517dcc.png) - [ ] Fix waves starting before all NPC's are cleared ![image](https://user-images.githubusercontent.com/19310541/71308083-205c4180-23f8-11ea-999a-c7306163d0f6.png) - [ ] Fix TzTok-Jad attacks in melee range to not instantly damage the player as soon as the animation starts. - [ ] Fix TzTok-Jad's second phase, healers do not heal. - [ ] Fix Tok-Xil (level 90) and Ket-Zek (level 360) not attacking players when they are not in a straight line of sight ![image](https://user-images.githubusercontent.com/19310541/71308106-85179c00-23f8-11ea-9278-b8b7bf1535c6.png) - [ ] Use NPC size for NPC pathfinding / allow safespotting. ![image](https://user-images.githubusercontent.com/19310541/71308089-3833c580-23f8-11ea-98dc-b4baf7a840b6.png) - [ ] Fix NPC spawns to be more OSRS like.
Author
Owner

@mrextremez commented on GitHub (Dec 21, 2019):

I will look into some of these thanks!

<!-- gh-comment-id:568218748 --> @mrextremez commented on GitHub (Dec 21, 2019): I will look into some of these thanks!
Author
Owner

@Jmx77-RS commented on GitHub (Jan 7, 2020):

A cheap fix for the itmes appearing on multiple Zs is to have the items correct Z stored on server and when a player attempts to pick up an item not for them it should say so and not let them pick it up. Although there is probably a better way to fix anyways.

<!-- gh-comment-id:571372163 --> @Jmx77-RS commented on GitHub (Jan 7, 2020): A cheap fix for the itmes appearing on multiple Zs is to have the items correct Z stored on server and when a player attempts to pick up an item not for them it should say so and not let them pick it up. Although there is probably a better way to fix anyways.
Author
Owner

@Gptaqbc commented on GitHub (Jan 9, 2020):

@Jamix77 Well the appropriate fix would be to make the item not appear at all on other Z. So other players wouldn't even see the items.

<!-- gh-comment-id:572577383 --> @Gptaqbc commented on GitHub (Jan 9, 2020): @Jamix77 Well the appropriate fix would be to make the item not appear at all on other Z. So other players wouldn't even see the items.
Author
Owner

@Gptaqbc commented on GitHub (Jan 9, 2020):

Here is a rip off of a working Fight Cave: https://www.rune-server.ee/runescape-development/rs2-server/help/490132-pi-fight-caves-wave-spawning.html

It could be use to see what we are missing.

<!-- gh-comment-id:572577566 --> @Gptaqbc commented on GitHub (Jan 9, 2020): Here is a rip off of a working Fight Cave: https://www.rune-server.ee/runescape-development/rs2-server/help/490132-pi-fight-caves-wave-spawning.html It could be use to see what we are missing.
Author
Owner

@Jmx77-RS commented on GitHub (Jan 9, 2020):

I had a look through the 2006 code and I couldn’t see that sort of support for multiple Zs for items already in the code and the packets client side don’t have Z factors so that needs to be done server side, seems like some effort tbh, I can’t do it anytime soon but If you’d like to give it a go you could, I’m away for at least the next 5 days so I could look into it further when I get back if it hasn’t already been done

<!-- gh-comment-id:572578888 --> @Jmx77-RS commented on GitHub (Jan 9, 2020): I had a look through the 2006 code and I couldn’t see that sort of support for multiple Zs for items already in the code and the packets client side don’t have Z factors so that needs to be done server side, seems like some effort tbh, I can’t do it anytime soon but If you’d like to give it a go you could, I’m away for at least the next 5 days so I could look into it further when I get back if it hasn’t already been done
Author
Owner

@Gptaqbc commented on GitHub (Jan 9, 2020):

I'll be focusing on server side pathing verification in the following days :P

Yeah pretty sure that if we add the Z coord to the item as you said. It'll most likely make it non visible on other Z too!

<!-- gh-comment-id:572594392 --> @Gptaqbc commented on GitHub (Jan 9, 2020): I'll be focusing on server side pathing verification in the following days :P Yeah pretty sure that if we add the Z coord to the item as you said. It'll most likely make it non visible on other Z too!
Sign in to join this conversation.
1 Participants
Notifications
Due Date
No due date set.
Dependencies

No dependencies set.

Reference: 2006-Scape/2006Scape#10038