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A 2006 Runescape Emulation Server

Home Page: https://2006Scape.org

License: GNU General Public License v3.0

Batchfile 0.01% Java 99.99% Shell 0.01%
rsps runescape bot

2006scape's Introduction

2006Scape - an open source, actively developed emulation server. Pull requests welcome! Gameplay Image

How to Play

Client/Launcher Download: https://2006Scape.org/

Rune-Server project thread: Project thread

Installation + Running (Developers)

  1. Import Project in IntelliJ

  2. Hit File > Project Settings > Set SDK to Java 8 (Download Java 8 SDK if you don't have one already)

  3. Navigate to 2006Scape Server > src > main > java > com.rs2, right click GameEngine and hit Run Image

    (You Can Also Run The Server With The -c/-config Argument)

  4. Navigate to 2006Scape Client > src > main > java, right click Client and hit Run Image

Advanced

To compile any module from the command line, run mvn clean install

Using Parabot with your local server:

  • 1: Download the latest Parabot Client from here
  • 2: Run the parabot client with the following arg:
java -jar Parabot.jar -local
  • 3: ???
  • 4: PROFIT

Server source layout

  • 2006Scape Server contains all the server code; mark src as the Sources directory
  • 2006Scape Client contains all the client code; likewise mark src
    • If more than 2 arguments are passed in (can be anything), the client runs locally

Building from command line

Run mvn -B clean install

2006scape's People

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2006scape's Issues

Can interact with objects using raw packets that you're not beisde

if (player.goodDistance(player.objectX + player.objectXOffset, player.objectY + player.objectYOffset, player.getX(), player.getY(), player.objectDistance)) {
                player.turnPlayerTo(player.objectX, player.objectY);
                FirstClickObject.firstClickObject(player, player.objectId, player.objectX, player.objectY);
            } else {
                player.clickObjectType = 1;
                   CycleEventHandler.getSingleton().addEvent(player, new CycleEvent() {
                        @Override
                        public void execute(CycleEventContainer container) {
                        if (player.clickObjectType == 1 && player.goodDistance(player.objectX + player.objectXOffset, player.objectY + player.objectYOffset, player.getX(), player.getY(), player.objectDistance)) {
                            player.turnPlayerTo(player.objectX, player.objectY);
                            FirstClickObject.firstClickObject(player, player.objectId, player.objectX, player.objectY);
                            container.stop();
                        }
                        if (player.clickObjectType > 1 || player.clickObjectType == 0) {
                            container.stop();
                        }
                    }

                    @Override
                    public void stop() {
                        player.clickObjectType = 0;
                    }
                }, 1);
            }
            break;

Apparently this code fixes it ^

Woodcutting rates are imbalanced.

Chopping oak results in +- 900 logs an hour

  • Woodcutting exp: 37.5 * 900 = 33750 exp an hour
  • Fletching exp: 25 * 900 = 22500 exp an hour.

Chopping willows results in +- 200 logs an hour

  • Woodcutting exp: 67.5 * 200 = 13500 exp an hour
  • Fletching exp: 41.5 * 200 = 8300 exp an hour

Chopping maples result in +- 90 logs an hour

  • Woodcutting exp: 90 * 100 = 9000 exp an hour
  • Fletching exp 58.3 * 90 = 5247 exp an hour

Rates with 60 woodcutting, steel axe.

Tzhaar area need some works done

The NPCs aren't using the correct combat style and they don't drop tokkuls, the shops are selling for tokkuls but buying for gps.

Client freeze when teleporting/walking to Ardougne

I noticed that when managing my bots at Ardougne. When trying to teleport with my main the client kept freezing so I tried walking there, same thing: client freeze on the tile in front of the entrace to Ardougne.

The only reason I can think of is because of my 10 bots that are abusing the silver stall from the bank. Yeah, from the bank. The thieving action can be executed from the bank.

I think it's related to my bots because before setting it up Ardougne was fine. :)
I'll check it out and try to provide more info.

Server crashes with trade

java.io.IOException: No such file or directory                                                                                                                                 
        at java.base/java.io.UnixFileSystem.createFileExclusively(Native Method)                                                                                               
        at java.base/java.io.File.createNewFile(File.java:1024)                                                                                                                
        at redone.util.GameLogger.writeLog(GameLogger.java:97)                                                                                                                 
        at redone.game.players.Trading.giveItems(Trading.java:511)                                                                                                             
        at redone.net.packets.impl.ClickingButtons.processPacket(ClickingButtons.java:2506)                                                                                    
        at redone.net.packets.PacketHandler.processPacket(PacketHandler.java:166)                                                                                              
        at redone.game.players.Client.processQueuedPackets(Client.java:1135)                                                                                                   
        at redone.game.players.PlayerHandler.process(PlayerHandler.java:162)                                                                                                   
        at redone.Server.main(Server.java:156)   

Caught stacktrace

Trading system flaws

It seems there is a problem with the coding of the trading system between players.
I tested it this week-end and here are my observations.

I'll explain the expected process:

P1 clicks trade on P2;
P1 moves next to P2 to send him the request;
P2 receive and accpet the request;
Trade screen opens;
-- Anything happening here that isn't adding/removing items or accepting in the trade screen abort the trade process ---
P1 & P2 accepts screen 1;
-- Anything happening here that accepting in the trade screen abort the trade process ---
P1 & P2 accepts screen 2;

Trade completed

Here's a list of the problem with our trading system:

  • After the trade request is sent (click trade player) both players doesn't have to be next to each other to initiate the trading process and complete the trade.
  • A player can quit the trade screen by clicking the minimap but it's not declining it for the other player. Let's call this solo trading interface.
  • When a player is stuck in the solo trading interface he can still fill the trade screen with items. If the other player that initiated the trade proceed to logout, the trade screen will close but the items will stay in the trade screen until the players trade again. This is a big issues as it can expand the inventory by 28 slots for every player.

Create automated backups of the /data folder

Just a script that runs every 24 hours that does git checkout -b {{date}} ; git add data/* ; git commit -m "{{date}} backup" ; git push origin {{date}} so we have a Github account with continuous backups should be fine.

On account creation character weight is too high

When you first create an account, your weight will show 32kgs even though all your items only adds upto 16kgs.
when you drop all your items, you will still be carrying 16kgs.

This is fixed by relogging in.

I assume on account creation the characters item weight is set to 16kgs, and then the items weight is added on top of that.
once relogging, it is recalculated correctly.

Diagonal Combat Bug

Seems to be a common thing with the revision he used, but you can just step 1 square diagonally and npcs won't attack back which you can just range them.

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