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Not much has bee documented for this revision. That explains the lack of content in this page... but I will document it soon enough.


Packet structure Edit

When the client sends a packet to the server, the first byte encapsulates its opcode. This specific opcode is encrypted with a value generated by the ISAAC PRNG seeded with a dynamically server generated key during the login block. The server decrypts it and associates the opcode to the packet's respective predefined size. If the packet does not contain a fixed size, the opcode will be followed by either a byte or a word - varying per packet - for its proper size. This is then followed by the payload.

Login Edit

To be added.

Game Protocol Edit

Server -> Client PacketsEdit

Opcode Type Length (bytes) Name Description
209 VARIABLE_BYTE N/A Send message Sends a server message (e.g. 'Welcome to RuneScape') or trade/duel request.
231 VARIABLE_SHORT N/A Send string Replaces a string of text. (e.g. Replace: 'Click here to Play' with 'Play Now!')

Client -> Server PacketsEdit

Opcode Type Length (bytes) Name Description
1 FIXED 8 Remove ignore Sent when a player removes a player from their ignore list.
13 FIXED 12 Item on NPC Sent when a player uses an item on an NPC.
21 FIXED 2 Npc action 2 Sent when a player clicks the second option of an NPC.
31 FIXED 6 Object action 1 Sent when the player clicks the first option of an object, such as "Cut" for trees.
203 FIXED 6 Object action 2 Sent when the player clicks the second option of an object, such as "Use-quickly" for Bank Booths.
34 FIXED 1 Focus change Sent when the game client window goes out of focus.
35 FIXED 8 Magic on player Sent when the player casts magic on another player.
226 FIXED 2 Examine object Sent when you examine an object.

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