Huge News!Announcing our $40M Series B led by Abstract Ventures.Learn More
Socket
Sign inDemoInstall
Socket

@2003scape/rsc-config

Package Overview
Dependencies
Maintainers
1
Versions
3
Alerts
File Explorer

Advanced tools

Socket logo

Install Socket

Detect and block malicious and high-risk dependencies

Install

@2003scape/rsc-config

(de)serialize runescape classic definitions

  • 1.0.0
  • Source
  • npm
  • Socket score

Version published
Weekly downloads
0
decreased by-100%
Maintainers
1
Weekly downloads
 
Created
Source

rsc-config

(de)serialize runescape classic config files. parse config archive files into arrays of objects and re-encode + re-compress them back to the original format.

install

$ npm install @2003scape/rsc-config # -g for CLI program

cli usage

rsc-config <command>

Commands:
  rsc-config dump-json <archive>            dump JSON files of each config
                                            section
  rsc-config pack-json <archive> <files..>  encode and compress JSON files into
                                            config archive

Options:
  --help     Show help                                                 [boolean]
  --version  Show version number                                       [boolean]

example

const fs = require('fs');
const { Config } = require('./src');

const config = new Config();
config.loadArchive(fs.readFileSync('./config85.jag'));

config.items = config.items.map(item => {
    // Iron Mace -> ecaM norI
    item.name = item.name.split('').reverse().join('');
    return item;
});

config.npcs = config.npcs.map(npc => {
    npc.width = Math.floor(npc.width * 4/3);
    npc.height = Math.floor(npc.height * 4/3);
    return npc;
});

config.animations = config.animations.map(animation => {
    if (animation.colour) {
        animation.colour = '#ff00ff';
    }

    return animation;
});

fs.writeFileSync('./config86.jag', config.toArchive());

api

config.items

array of deserialized inventory items (swords, coins, food, etc.). these are called "objects" in jagex documentation.

[
    {
        name: 'item name',
        description: 'text displayed when examined',
        command: 'Bury', // item action: Bury, Eat, etc.
        sprite: 123, // item sprite index
        price: 12345, // base price for alchemy and shops
        stackable: false, // for multiple items in one slot (arrows, coins)
        special: false, // destroy on drop ? (only beads of death has this)
        equip: [
            '2-handed', // requires right-hand and left-hand
            'cape',
            'chest', // amulets
            'feet', // boots
            'hands', // gloves
            'legs', // skirts, platelegs, etc.
            'body', // leather body, chainmail
            'head', // medium helmet
            'right-hand', // weapons
            'left-hand', // shield
            'replace-legs', // replace character leg sprite (platelegs)
            'replace-body', // replace character body sprite (platemail)
            'replace-head' // replace character head sprite (large helmet)
        ] || null,
        colour: 'rgb(255, 0, 255)' || '#ff00ff' || null, // colourize grey
        untradeable: false,
        members: false
    }
]

config.npcs

array of deserialized NPCs (non-player-characters; monsters).

[
    {
        name: 'npc name',
        description: 'text displayed when examined',
        command: '', // pickpocket, ....
        attack: 12, // 1-99
        strength: 23,
        hits: 34,
        defense: 56,
        // https://classic.runescape.wiki/w/Aggressiveness
        // the client treats > 3 as 3
        hostility: null || 'retreats' || 'combative' || 'aggressive',
        // each animation maps to an index of config.animations
        animations: [
            null, // id of head animation
            null, // id of body animation
            null, // id of leg animation
            null, // id of hand animation
            null, // id of hand animation
            null, // id of overlay head animation
            null, // id of overlay body animation
            null, // id of overlay legs animation
            null, // id of gloves animation
            null, // id of feet animation
            null, // id of chest animation (necklaces)
            null // id cape animation
        ],
        hairColour: 'rgb(255, 0, 255)' || '#ff00ff' || null,
        topColour:  'rgb(255, 0, 255)' || '#ff00ff' || null,
        bottomColour: 'rgb(255, 0, 255)' || '#ff00ff' || null,
        skinColour: 'rgb(255, 0, 255)' || '#ff00ff' || null,
        width: 123,
        height: 456,
        walkModel: 6,
        combatModel: 6,
        combatAnimation: 5
    }
]

config.textures

array of deserialized textures. these are used for walls, overlay tiles, roofs and objects.

[
    {
        name: 'wall', // main texture image name
        subName: 'door' // overlay texture image name
    }
]

config.animations

array of deserialized animations. these are used for NPCs, players and wieldable items.

[
    {
        name: 'entity jag sprite collection', // sword, necklace, cape, etc.
        colour: 'rgb(255, 0, 255)' || '#ff00ff' || null, // colourize grey
        genderModel: 0,
        hasA: true,
        hasF: false
    }
]

config.objects

array of deserialized game objects (tree, altar, furnace, etc.). these are called "locations" in jagex documentation.

[
    {
        name: 'object name',
        description: 'text displayed when examined',
        commands: [
            'WalkTo', // Mine, open, etc.
            'Examine' // Prospect
        ],
        // this is where the client learns which models to fetch from models
        // archive
        model: {
            name: 'model jag model name', // rocks1, shopsign, deadtree1, etc.
            id: 12 // index of the model in collection
        },
        width: 1, // extra tiles to occupy for collision detection
        height: 1,
        type: 'unblocked' || 'blocked' || 'closed-door' || 'open-door',
        itemHeight: 123 // height from ground of items on top of this object
    },
]

config.wallObjects

array of deserialized wall objects (doors, walls) and are called "boundaries" in jagex documentation. unlike game objects, they don't take up entire tiles if they're blocking so they're useful for collision detection. their locations are in the landscape archives.

[
    {
        name: 'wall name', // displayed when command[0] != WalkTo
        description: 'text displayed when examined', // commands[0] != WalkTo
        commands: [
            'WalkTo', // Open, Push, etc.
            'Examine' // Pick Lock, Close, etc.
        ],
        height: 192, // 275 for high walls
        colourFront: 'rgb(255, 0, 255)' || '#ff00ff' || null,
        textureFront: 2, // texture ID - requires null colourFront
        colourBack: 'rgb(255, 0, 255)' || '#ff00ff' || null,
        textureBack: 2, // texture ID - requires null colourBack
        blocked: true, // does wall block collisions?
        invisible: false
    }
]

config.roofs

array of deserialized roofs. their locations are in the landscape archives.

[
    {
        height: 64, // 64-90
        texture: 6 // corresponds to config.textures
    }
]

config.tiles

array of deserialized tile overlays. their locations are in the landscape archives.

[
    {
        colour: 'rgb(255, 0, 255)' || null,
        texture: 12 || null, // corresponds to config.textures
        type: 'ground' || 'floor' || 'liquid' || 'bridge' || 'hole',
        blocked: false // does tile block collisions?
    }
]

config.projectileSprite

decoded projectile sprite index.

config.spells

array of deserialized magic spells.

[
    {
        name: 'spell name', // displayed in client spell book
        description: 'spell description',
        level: 1, // 1-99
        // self are usually teleports, offensive are against NPCs and players,
        // inventory is used for alchemy and enchanment, object for obelisks
        type: 'self' || 'offensive' || 'inventory' || 'object',
        runes: [
            {
                id: 33, // corresponds to config.items
                amount: 1 // if elemental, staffs will give infinite amount
            }
        ]
    }
]

config.prayers

array of deserialized prayers.

[
    {
        name: 'prayer name', // displayed in client spell book (prayer tab)
        description: 'prayer description',
        level: 12,
        drain: 34
    }
]

config = new Config()

create new config (de)serializer instance.

config.loadArchive(buffer)

load a config jag archive buffer.

config.toArchive()

return a config jag archive.

SECTIONS

an array of config sections.

[
    'items', 'npcs', 'textures', 'animations', 'objects', 'wallObjects',
    'roofs', 'tiles', 'spells', 'prayers', 'models'
]

license

Copyright 2019 2003Scape Team

This program is free software: you can redistribute it and/or modify it under the terms of the GNU Affero General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version.

This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Affero General Public License for more details.

You should have received a copy of the GNU Affero General Public License along with this program. If not, see http://www.gnu.org/licenses/.

Keywords

FAQs

Package last updated on 17 Dec 2019

Did you know?

Socket

Socket for GitHub automatically highlights issues in each pull request and monitors the health of all your open source dependencies. Discover the contents of your packages and block harmful activity before you install or update your dependencies.

Install

Related posts

SocketSocket SOC 2 Logo

Product

  • Package Alerts
  • Integrations
  • Docs
  • Pricing
  • FAQ
  • Roadmap
  • Changelog

Packages

npm

Stay in touch

Get open source security insights delivered straight into your inbox.


  • Terms
  • Privacy
  • Security

Made with ⚡️ by Socket Inc