Build checklist for testers, players, and us. Done means it works in a world; Live means it is on production for players. Nested rows show how close a family is to finished.
Systems Section 5 / 20
Combat
Melee, ranged, magic, prayer. Needs to feel fair before bosses and PvP.
59% 13 done · 5 building · 8 planned
Core combat
Hit / damage queueDoneOSRS-style tick order: player hits land next tick; NPC hits land on the swing tick.
Accuracy and max hitDoneMelee, ranged, and magic resolve through the AttackResolver pipeline; style selects stab/slash/crush or ranged/magic bonuses against the matching NPC defence roll.
Weapon speeds and delaysDoneAttack speed from pinned equipment-stats sidecar (aspeed); NPC rates + flinch unchanged.
Hitsplats, headbars, and combat soundsDonePvN and NvP feedback for the Lumbridge alpha loop.
Projectiles and spell gfxDoneShared attack presentation covers powered staves, manual standard spells, bows, crossbows, thrown weapon families, and NPC magic.
Poison / venomPlanned
Special attacksDoneStock energy regeneration, persisted energy across reconnects, IF 593/orb toggles, insufficient-power rejection; Dragon dagger Puncture plus Dragon claws Slice and Dice.
Prayer drain and protection prayersDoneVarp 83 drain tick; Protect from Melee/Missiles/Magic block matching NPC damage; overhead icons sync with appearance.
Single / multi combat zonesBuildingWorld-scoped NPC engagement has one owner and one atomic attack clock. Each real player swing protects ownership for eight ticks; another player can take over after that attack window expires.
Food and potion timingBuildingSeparate food, potion and combo clocks; ordinary potions do not delay attacks. Food extends an active attack cooldown.
NPC combat
Aggression and retreat3/4 done · 1 building
In-combat chase toward playerDone
Passive aggression radiusDoneGoblins aggro within 4 tiles of spawn when player combat ≤ 2× NPC level.
Player auto-retaliateDoneAggressive NPCs now initiate combat independently. With auto-retaliate enabled, the player responds after the NPC attacks, respects the weapon-speed flinch delay, and uses the normal weapon-range approach path. The core toggle and retaliation flow have passed live client smoke.
NPC retreat / toleranceBuildingNPCs now disengage outside their 7-tile max range and walk back toward their spawn tile.
NPC combat styles3/5 done · 2 buildingMelee is live; the shared world clock now supports independent NPC attack range, typed Ranged/Magic rolls, protection prayers, and NPC-locked projectile/impact timing. A Mugger, Burthorpe Archer, and two Dark Wizard tiers exercise all three styles.
Reusable NPC attack definitions and executionDoneNPC attacks now package style, range, speed, accuracy bonuses, max hit, animation, sound, and projectile presentation. One executor handles rolls, protection prayers, visuals, timing, and delayed hits for melee and magic NPCs. The resulting combat flow has passed live client smoke.
Multi-observer NPC projectilesDoneNPC projectiles enter one immutable world-tick snapshot. Every nearby connection encodes the same source NPC and attacked-player target, while distant observers receive nothing.
NPC melee (cows / goblins)Done
NPC ranged attacksBuildingNPC 4096 holds seven-tile range and fires a bronze-arrow projectile using its stock six-tick speed, Ranged level, attack bonus, and max hit.
NPC magic attacksBuildingNPC 512 uses Water Strike and NPC 510 uses Earth Strike through the same named attack-profile path, with rev-239 entity locks, casting graphics, delayed impacts, and Magic protection checks.