* Fixes
Fixed#11 and implemented a beta command for testing (stops the need to go into database and manually change when debugging, very slow, now one command in game, very fast)
* Space to continue
Does what it says on the tin!
* Fixes + more
What I've done this update:
- Fixed tutorial island's chef giving infinite amounts of buckets and water to players
- Fixed fishing without a tool.
- Added the wilderness teleport lever to Edgeville south of the bank (as some have requested)
- Added some useful tools for editing cache.
Enjoy!
* Fixes
Fixed#11 and implemented a beta command for testing (stops the need to go into database and manually change when debugging, very slow, now one command in game, very fast)
* Space to continue
Does what it says on the tin!
* Player Count no longer shows bots
* Documentation on what each section of the EstateAgentDialogue is doing.
Commented out custom island code (from previous source users)
EstateAgentDialogue no longer locks up after asking for certain house configurations.
Added some missing dialogues for the Estate Agent
* Refactored Some Chat Heads
Removed some Duplicate Chat Head animations in the enum
Sorted each Chat Head ID numerically
Split the Chat Heads up depending on npc type.
* Researcher that I wanted to move to the Exam Centre has returned from the void (I added an extra 4 to the end of the X coordinate)
Replaced an accidental decimal on a Lumbridge Training dummy spawn. Should no longer give the server ArrayIndexOutOfBoundExceptions.
* Changed the Account Register submission to determine what the currentClan value should be for new players based on the Management Server name (it was previously hardcoded as "2009Scape"
* New Accounts will now automatically join the 2009Scape clan chat
Renamed the Server's account to '2009Scape' within the members table of the global.sql database
The automatic clan chat join can be toggled on or off on the Management Server's ServerConstants.java file
Added some text in the TutorialCompletionDialogue.java file to simulate joining the clan once the player has reached the mainland.
Added some comments along with my changes to properly denote what is happening.
Added spawns for Melee Dummy and Magic Dummy in the Lumbridge Combat Hall in the server.sql database.
* Re-enabling default clan since I forgot to after testing the feature.
* Removed GE bronze pickaxe/hatchet spawns
Relocated the Researcher to the Exam Centre
Removed Duplicate NPC's that were located at the GE
Added the Actual GE NPC's
Left the Imp at the GE
* Removed an extra imp.
Renamed the Server's account to '2009Scape' within the members table of the global.sql database
The automatic clan chat join can be toggled on or off on the Management Server's ServerConstants.java file
Added some text in the TutorialCompletionDialogue.java file to simulate joining the clan once the player has reached the mainland.
Added some comments along with my changes to properly denote what is happening.
Added spawns for Melee Dummy and Magic Dummy in the Lumbridge Combat Hall in the server.sql database.
* Created Bank Array for easily adding items to the Player's bank
Added Multiple lines of comments to easily distinguish sections of the code
Removed a couple of unreferenced dialogue options
Fixed a broken send option when talking to Skippy
Added some dialogue to the Magic Instructor
Added Send Dialogue to fix the npc chatbox from remaining until next login
* Added Multiple lines of comments to easily distinguish sections of the code
Removed a couple of unreferenced dialogue options
Fixed a broken send option when talking to Skippy
Added some dialogue to the Magic Instructor
Added Send Dialogue to fix the npc chat box from remaining until next login
Some other stuff
Fixed#11 and implemented a beta command for testing (stops the need to go into database and manually change when debugging, very slow, now one command in game, very fast)