In Old School near-Reality, items are physical objects that a player may have in their inventory or bank. Players distinguish them by their names and graphics. The game additionally seems to distinguish items by ID numbers that are not visible to players in-game.

CharacteristicsEdit

Items can be described by a number of characteristics:

  • ID: All of the items in Old School RuneScape have a unique number that identifies it, invisible to players in-game. Only one item has the same ID, unlike how multiple items can have the same name. The ID of an item can be used to lookup Grand Exchange prices and get additional information about an item from the database, such as the examine text and value. Seemingly identical items may have different IDs as they are used for different purposes.
    • Unobtainable items, such as Hazelmere's book, exist within the game's code, have an ID number assigned to it, but are never seen via normal gameplay. Instead, they are found within the game's cache.
    • Item IDs can be shown on this wiki by navigating to the user preferences page and enabling the "advanced data" gadget. The ID will then be shown on item articles at the bottom of the infobox.
  • Graphics: All obtainable items have graphics. There are four main types of graphics items may have:
    • All items may be held in the inventory and therefore have inventory pictures, restricted to a size of 36 x 32 pixels. The inventory icon also appears in the Grand Exchange box and the Equipment Screen, albeit its outline and shadow may vary.
       
      The program used to generate inventory icons.
    • The inventory icon is not created individually from other models. Rather, it is generated by taking the model used when the item is dropped on the floor (as such, destroy-only items have models when dropped on the floor as well) and displaying it. Artists set the angle/rotation/translation that the model should be displayed at in the item's config file, and lets the game engine take care of the rest. However, the artists have no control over how the game engine decides what to render and what to ignore on a pixel level when dealing with small details within a model.
    • The third kind of item graphic is equipment that is equipped on the player, which is a 3D model that is usually more detailed than the inventory/dropped appearance.
    • A fourth appearance for items is an appearance in a chatbox, such as when an NPC gives you an item, and it appears as a larger version of the inventory icon (with textures).
    • In addition, some items may have graphics for other situations, such as animations, POH mountings, or the player's head when talking to an NPC. All of these graphics will usually look similar to each other, normally only varying in detail.
  • Name: Most items have a unique name for that particular item. Some may have the same exact name, yet have different purposes.
    • Items in-game use ucfirst capitalisation, wherein the first letter of a string is capitalised, but the rest is not. For example, as an inventory item, TzTok-Jad's pet is called '[Tzrek-jad, but as a follower it's called TzRek-Jad.
  • Tradeability: Many items may be traded between players; Almost all tradeable items may be traded on the Grand Exchange and therefore are associated with a certain price range of numbers of coins, which can change when the Grand Exchange updates its prices. The only tradeable items that cannot be traded on the Grand Exchange are a very small number of useless items such as burnt fish. Naturally, coins are an item that cannot be bought on the Grand Exchange either as they are the main currency in Old School Near-Reality.
  • Weight: All unstackable items have weight which affects the player's ability to run. The higher a player's weight, the faster they lose energy while running.
  • Item stacking (Stackability): Some items such as runes or coins will pile up in a single spot in the inventory. Other items such as buckets will take one spot per item and therefore are non-stackable. All items that are "stackable" have zero weight. Most non-stackable items may be converted to a stackable form using a bank note, but bank noted items lose most of their properties as they just become a piece of paper. Bank noted items may be deposited in the bank and then withdrawn back as usable, unnoted, non-stackable items.
  • Equippability: Some items, such as weapons or armour, can be worn, giving bonuses or penalties to different combat styles. Many equipped items also have other effects.
  • Coin value: Items that can be sold to a shop or that can have the spells High Alchemy or Low Level Alchemy cast on them have a value determining the number of coins players will get if they do one of these actions. Even if an item is untradeable, it sometimes may still be converted into coins via alchemy spells. An example of an item falling under this category is a partially degraded piece of Barrows equipment or the ecumenical key.

TradeabilityEdit

Not every item in Old School Near-Reality is tradeable, and of the items that are, not every tradeable item is tradeable on the Grand Exchange.

In general, most tradeable items are tradeable on the Grand Exchange, however. The most common exception to this rule is coins. In general, almost every tradeable item has a "drop" option rather than a destroy option and will display itself on the ground. Exceptions exist (such as implings in jars).

Trivially, any tradeable item may be offered to another player via the trade screen, and this may be the only way to get items not available on the Grand Exchange.

As a basic rule, tradeable items share properties and they may be:

  • Traded to other players for coins or other items.
  • They will appear to other players on death or after the item is dropped onto the ground (some untradeable items are converted into coins or other items if the player dies in the Wilderness).
  • Sold to a general store or speciality shop.
  • High Level Alchemy or Low-alched into coins.
  • Converted into Bank notes.

The latter three rules, however, are not limited to tradeable items. Untradeable items may or may not be alchemiseable.


Dropping and destroyingEdit

Many items may be dropped on the ground. There is a limit to the number of items that can be dropped on the ground. Once 129 of the same item are dropped on the ground within the same game chunk, successive items of that same type dropped will not exceed the 129 limit within the squares of that game chunk. But instead, once additional of that same item are dropped, they begin to replace those already on the ground instead. Meaning, those on the ground are removed and replaced by those dropped instantly. This raises the possibility for one players items that are currently on the ground to be de-spawned by another player who might quickly drop enough items to reach the 129 item limit for that chunk. Items dropped on the ground disappear after a certain time. Tradeable items and items dropped by monsters appear to other players 60 seconds after being dropped, and disappear after 120 seconds if not picked up. Untradeable items simply disappear 180 seconds after being dropped. Items placed on a table will disappear after 600 seconds if not picked up.

If Ranged projectiles are dropped on the ground as a result of their usage, they appear to other players one at a time, and correspondingly disappear one at a time.

Some items may not be dropped on the ground; they have no "Drop" option in their right-click menu. Instead, they have a "Destroy" option, which allows the player to remove the item from their possession.

Sometimes, if a player wishes to drop a high-value item, a warning screen will appear. The item is not protected by anything, so other players will still see it after 60 seconds, and it will still disappear after an additional 60 seconds. Be careful of what you wish to drop.

CategoriesEdit

TriviaEdit

  • If one selects the option to "take" an item, and the item disappears before reaching it (or picking it up), a message that says "Too late - it's gone!" will show in the chat box.
  • Items in the inventory will remain there even if the player is wielding them in an animation, such as woodcutting] a yew tree.
  • The maximum amount of an item the player can have on an interface (bank, inventory, Grand Exchange slot, etc) is 2,147,483,647 due to the amount being stored as a signed 32-bit Integer. In the Java programming language, an integer has a maximum value of 231 - 1 or 2,147,483,647, per the definition of a Java integer as 32 bits.

ReferencesEdit