2009Scape activity https://gitlab.com/2009scape 2026-03-22T06:54:32Z tag:gitlab.com,2026-03-22:5230391482 Beck commented on merge request !2279 at 2009Scape / Server 2026-03-22T06:54:32Z beckrickert Beck

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.

tag:gitlab.com,2026-03-22:5230364373 Oven Bread commented on merge request !2270 at 2009Scape / Server 2026-03-22T06:19:19Z ovenbreado Oven Bread

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.

tag:gitlab.com,2026-03-22:5230351079 Oven Bread commented on merge request !2299 at 2009Scape / Server 2026-03-22T06:03:19Z ovenbreado Oven Bread

🫡

tag:gitlab.com,2026-03-22:5230347648 Edie commented on merge request !2292 at 2009Scape / Server 2026-03-22T05:57:17Z psyopcutie Edie
  • Damage avoided by killing chinchompas using range, or melee as running away from the tile before explosion triggers.
  • The player does not take damage from the trap explosion if the player is not next to the trap.
tag:gitlab.com,2026-03-22:5230347140 Oven Bread commented on merge request !2270 at 2009Scape / Server 2026-03-22T05:56:22Z ovenbreado Oven Bread

Has this happened before this fix?

tag:gitlab.com,2026-03-22:5230344903 Edie commented on merge request !2291 at 2009Scape / Server 2026-03-22T05:52:40Z psyopcutie Edie

Passes testing

  • I can't open Ardy door (ID 2054) before doing Plague City. I can open it after completing the quest.
  • Not having completed Plague City I can still open and close doors (ID 24376) in Varrock.
    • I know you did not change the other door IDs but I will still point out that doors that should be locked (like from Shield of Arrav) still work as intended.
  • The Legends guild gates now display the correct model when opened. The gate now has the authentic auto walk / auto close functioning correctly too.
tag:gitlab.com,2026-03-22:5230340607 Beck commented on merge request !2292 at 2009Scape / Server 2026-03-22T05:46:24Z beckrickert Beck

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?

tag:gitlab.com,2026-03-22:5230321703 Edie commented on merge request !2292 at 2009Scape / Server 2026-03-22T05:23:51Z psyopcutie Edie

Fails testing

  • Carnivorous (red) chinchompa (ID 5080)
    • Killing a red chinchompa correctly plays the explosion animation and sound and my character is damaged for 0-1 hitpoint. (I was unable to recreate getting damaged for 2 hitpoints).
    • I am able to trap the chinchompas but when they successfully get caught in the box trap they act like if I killed them instead. They explode and my character takes damages.
  • Chinchompa (grey) (ID 5079)
    • As above, functions correctly, can kill, although only 0-1 damage to player.
    • Can trap, still triggers their death when caught, damage to player.
tag:gitlab.com,2026-03-22:5230305554 Bishop opened merge request !2299: Draft: One Small Favour Quest at 2009Scape / Server 2026-03-22T05:02:30Z alltypesofcrazycrap Bishop

What has been done in this MR?

  • Implemented the One Small Favour Quest
  • Locked associated content (sculpting pot lids, etc.) behind quest stages
  • Implemented all associated unimplemented NPCs
    • Implemented Tindel's de-rusting services
    • Implemented Yanni's antiques shop
  • Implemented Guthix Rest
  • Implemented Steel Key Ring
  • Refactored involved NPCs to Kotlin + DialogueLabeller
    • Rantz and Arhein were spared from this due to not needing it IMHO
  • Closes #2392

What should testers check?

  • Play the whole quest
  • Do me just one small favour and check out every possible interaction with all NPCs involved in the quest
    • This includes going to Romeo & Juliet stage 40 to do Apothecary's role in that quest, etc.
    • Rantz and Arhein are exempt from this
  • Play with the key ring
  • Play with gnome gliders
  • Sell antiques to Yanni
  • De-rust swords and scimitars with Tindel

TODO

  • Wait for Shilo Village because I was so eager to do this quest I did it out of order
  • Make JSON edits (saved for last to minimize chances of having to redo them)
  • 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.
tag:gitlab.com,2026-03-22:5230301077 Edie commented on merge request !2295 at 2009Scape / Server 2026-03-22T04:55:04Z psyopcutie Edie

Passes testing

  • Insulted Aggie (ID 922) - she correctly removed 20 coins and the dialogue now displays a stack of 20 coins instead of a single coin.
  • Buying a Shantay pass from Shantay (ID 836) correctly displays a Shantay pass.
  • For good measure I tested the Lumbridge ranged tutor (ID 1861) and it correctly shows a stack of arrows instead of a single arrow.
tag:gitlab.com,2026-03-22:5230272756 Edie commented on merge request !2298 at 2009Scape / Server 2026-03-22T04:17:19Z psyopcutie Edie

Passes testing

  • Goth leprechauns head is animated in all of the dialogue options.
  • Tool store and teleport function as expected.
tag:gitlab.com,2026-03-22:5230264302 Oven Bread commented on merge request !2297 at 2009Scape / Server 2026-03-22T04:10:32Z ovenbreado Oven Bread

yas

tag:gitlab.com,2026-03-21:5229939551 Edie commented on merge request !2242 at 2009Scape / Server 2026-03-21T21:46:39Z psyopcutie Edie

Partial pass on testing since the following criteria are met. (Some issues still present, listed further down)

  • Ensure the quest is functioning.
  • Ensure player can enter the Lighthouse Dungeon after the quest
  • Ensure Lighthouse Dungeon is multi-way combat
  • Ensure Dagannoth Mother cannot be poisoned
  • Ensure player can still obtain other God Books/Jossik functionality still working post-quest
  • Ensure player can access the one-way shortcut from Waterbirth Island Dungeon to Lighthouse Dungeon, and that it is appropriately quest-locked. To test this, enter the command "::to dks", and then go up the ladder, head east and go up all the other ladders until you reach the final one.

(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!)

Wrong shortcut.png

Issues still present:

  1. Unauthentic punctuation still present in dialogue with Larrissa.
  2. The 3-way dialogue with Larrissa is now correctly formatted but after asking "Where is your cousin" selecting "How can I fix the bridge" the dialogue gets stuck on "Please wait..." If you select the dialogue in the opposite order "Fix bridge->Where cousin" it works as intended.
  3. Speaking to Larrissa after getting the key and talking to her still triggers the entire dialogue again instead of just the "Quickly, me must go inside..." part.
  4. Jossik still says "I must thank you..." instead of "I must thank you again..."
  5. Lighthouse dungeon doors should be one way. Right = Enter, Left = Exit (facing north). >Source video
  6. Still getting the black screen when starting the fight against the lvl 100 dagannoth/ dagannoth mother, intentional?
    • Black screen turns my run mode off.
    • Running around while in the black screen using the minimap causes the lvl 100 dagannoth/ and or dagannoth mother to not spawn. I can still talk to Jossik and "respawn" them if I dont move this time.
  7. Two people can be in the same dungeon and spawn their respective enemies at the same time, which is authentic >Source video but there are some issues that can take place here.
    • When spawning a lvl 100 dag on Psyopcutie I was able to gank it on Psyopcutie2 preventing Psyopcutie from attacking it. Killing it on Psyopcutie2 progresses the quest for her, while Psyopocutie has no dagannoth to fight and is unable to talk to Jossik (you are too busy...) message is displayed essentially softlocking Psyopcutie.
    • Furthermore Psyopcutie2 can now spawn her own dag mother after killing Psyopcuties lvl 100 dag. The dag mother can aggro and attack Psyopcutie but she is unable to kill it (auto-ret doesnt work neither). Quest completes when Psyopcutie2 kills the dag mother and Psyopcutie is still softlocked.
  8. Damaged book still has drop option instead of destroy option present on live, intentional?
tag:gitlab.com,2026-03-21:5229847246 Player Name commented on merge request !2270 at 2009Scape / Server 2026-03-21T20:40:36Z PlayerName Player Name

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)))

tag:gitlab.com,2026-03-21:5229064743 Player Name commented on merge request !2297 at 2009Scape / Server 2026-03-21T15:41:49Z PlayerName Player Name

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

tag:gitlab.com,2026-03-21:5228488515 GregF commented on merge request !2297 at 2009Scape / Server 2026-03-21T06:30:34Z Gregf36665 GregF

Does this fix #1662 too?

tag:gitlab.com,2026-03-21:5228200141 Lily Mews opened issue #2577: Clocktower. Soft locking. at 2009Scape / Server 2026-03-21T00:51:22Z Lily_Mews Lily Mews tag:gitlab.com,2026-03-21:5228136882 Oven Bread opened merge request !2298: Fixed goth leprechaun head at 2009Scape / Server 2026-03-21T00:03:02Z ovenbreado Oven Bread

What has been done in this MR?

  • Fix goth leprechaun head in wildy near ruins
  • I stupidly forgot to point it to its own proper dialogue.

What should testers check?

  • Goth leprechaun chat head now animated.
  • 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.

tag:gitlab.com,2026-03-20:5228126525 Oven Bread opened merge request !2297: Fixed chat head or item overlapping each other. at 2009Scape / Server 2026-03-20T23:54:54Z ovenbreado Oven Bread

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).

What has been done in this MR?

  • Fixes the issue where item and npc head is overlapping each other in dialogue.
  • Fix #2431 and #1885 and #1662

What should testers check?

  • Check the plague city issue or any other replication in those bugs.
  • 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.