(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.
$ npm install @2003scape/rsc-config # -g for CLI program
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]
import fs from 'fs/promises';
import { Config } from './src/index.js';
const config = new Config();
await config.init();
config.loadArchive(await fs.readFile('./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;
});
await fs.writeFile('./config86.jag', config.toArchive());
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
}
]
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
}
]
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
}
]
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
}
]
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
},
]
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
}
]
array of deserialized roofs. their locations are in the landscape archives.
[
{
height: 64, // 64-90
texture: 6 // corresponds to config.textures
}
]
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?
}
]
decoded projectile sprite index.
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
}
]
}
]
array of deserialized prayers.
[
{
name: 'prayer name', // displayed in client spell book (prayer tab)
description: 'prayer description',
level: 12,
drain: 34
}
]
create new config (de)serializer instance.
initialize the bzip wasm.
load a config jag archive buffer.
return a config jag archive.
an array of config sections.
[
'items', 'npcs', 'textures', 'animations', 'objects', 'wallObjects',
'roofs', 'tiles', 'spells', 'prayers', 'models'
]
Copyright 2022 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/.