[GH-ISSUE #251] When making headless arrows, action stacks so you end up creating a ton of arrows at the same time. #123

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opened 2026-05-15 02:56:18 +00:00 by Dark98 · 2 comments
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Originally created by @Gptaqbc on GitHub (Dec 9, 2019).
Original GitHub issue: https://github.com/2006-Scape/2006Scape/issues/251

To replicate:

 1. Use feathers on arrow shafts
--- It'll create 15 each tick ---
2.Use feathers on arrow shafts
--- it'll create 30 each tick ---
...
Originally created by @Gptaqbc on GitHub (Dec 9, 2019). Original GitHub issue: https://github.com/2006-Scape/2006Scape/issues/251 To replicate: 1. Use feathers on arrow shafts --- It'll create 15 each tick --- 2.Use feathers on arrow shafts --- it'll create 30 each tick --- ...
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@Gptaqbc commented on GitHub (Dec 10, 2019):

A check like that at line 127 in ArrowMaking.java could maybe fix that issue (gotta try when I have time):

if player.playerIsFletching = true
{
Stop old cycle
Start a new cycle
OR
Return???? (Not sure what it'll do)
}

The problem is that it starts multiple cycles every time we send the action to create arrows or arrow shafts.

<!-- gh-comment-id:564111406 --> @Gptaqbc commented on GitHub (Dec 10, 2019): A check like that at line 127 in ArrowMaking.java could maybe fix that issue (gotta try when I have time): >if player.playerIsFletching = true { Stop old cycle Start a new cycle OR Return???? (Not sure what it'll do) >} The problem is that it starts **multiple cycles** every time we send the action to create arrows or arrow shafts.
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@Gptaqbc commented on GitHub (Dec 22, 2019):

Fixed

<!-- gh-comment-id:568285372 --> @Gptaqbc commented on GitHub (Dec 22, 2019): Fixed
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Reference: 2006-Scape/2006Scape#123