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Reintroduce PvP + Wilderness Enhancements

Ceikry requested to merge wildy-enhancement into master

What have you done in this MR?

  • Set the stage for PvP to be reintroduced (@ryannathans , set world.wild_pvp_enabled to true both on test and live please and thanks)
  • Made anything above 45 wilderness count as "Deep Wilderness" in which everyone has a soft skull applied (not a lasting/permanent skull)
    • Deep Wilderness skull functions like a normal skull if you die in the Deep Wilderness
    • Deep Wilderness skull is removed immediately upon leaving the Deep Wilderness
    • You will not receive a normal skull when attacking players in the Deep Wilderness.
    • The Deep Wilderness is now the only location other than minigames in which PvP is possible.
  • All NPCs in the Deep Wilderness area now have the ability to drop brawlers and PvP gear.
  • Added multicombat dark beast spawns to deep wilderness if world.enhanced_wilderness is set to true
  • Added multicombat abyssal demon spawns to deep wilderness if world.enhanced_wilderness is set to true
  • Added multicombat pyrefiend spawns to deep wilderness if world.enhanced_wilderness is set to true
  • Added 1 runite ore spawn to deep wilderness if world.enhanced_wilderness is set to true
  • Added 2 monkfish fishing spots to deep wilderness if world.enhanced_wilderness is set to true
  • It is now possible to note items by using them on Edward in the deep wilderness if world.enhanced_wilderness is set to true
  • Disabled the tunnel to Piscatoris Fishing Colony, making it inaccessible until the quest is added.

Are there any tricky things testers should keep an eye out for?

  • No

  • Yes, as follows:

  • I have tested these changes thoroughly.

  • This requires extra testing due to changes to architecture or other similarly risky changes.

  • I used the Thanos Tool for any JSON edits where possible, and have attached screenshots of any changes.

  • I acknowledge that this contribution will be released under the AGPL license.

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Edited by Ceikry

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