All passes on testing server. Animation and sounds work as intended when shooing away dog and the moves away farther. Feeding a bone completes the achievement. Feeding a raw and cooked meat works as intended.
After tracing for a bit, it seems to be something to do with getSceneY in ConstructGroundItem.java. It returns an obsenely large number (6448) rather than a sane number that getSceneX did. It could be caused by a teleport of the player during the constructGroundItem which causes the item base to be extremely far away from the player.
Has this happened before this fix?
Passes testing
Are you able to confirm if damage can be avoided by killing when further than 1 tile at least?
And for the trap bug does it also cause damage even when further than a tile away as well?
Fails testing
Passes testing
Passes testing
yas
Partial pass on testing since the following criteria are met. (Some issues still present, listed further down)
(The reqs for the shortcut do work as intended, I was falsely led to believe the prompt would appear at the first ladder instead of the last one, as such is the case on live. My bad!)
Issues still present:
Interestingly, the new check doesn't work. Tele to 3222, 9618, 0 and do ::forcegravedeath; you'll see that you spawn on top of your bones.
And now that I'm writing this, I also see why it doesn't work: z is not actually the issue here. Your respawn loc is 3222, 3218, 0. Obviously, the z value is the same.
Maybe the comparison should be between <x, if (y >= 6400) y - 6400 else y, z> instead? Or whatever the idiomatic way to do that is in Kotlin (don't tell me it's min(y, abs(y-6400)))
passes
::allquest gave me a kaqeemex talk, without closing that I read the ardy scroll, result is that I saw the ardy scroll item, not kaqeemex and ardy scroll on top of each other
Does this fix #1662 too?
I have tested these changes thoroughly.
I used the relevant Zaros tool for any JSON edits where possible, and have attached screenshots of any changes.
Just to explain. item dialogue and npc dialogue uses the same chatbox component
1 line - component 241 2 line - component 242 3 line - component 243 4 line - component 244
If you called the same thing, it modifies the positioning and rotation for item and when switching back to npc (with the same component line) it reuses that setting. Yes it is dumb, but here we are. The solution is to send a packet to remove items from those iterface and send an Angle packet(which I forgot).