Odd looting issue...
Custom quest using snpool.
Custom quest item added that needs to be looted... If the item is added to an npc in the zone stated above (via $npc->AddItem, quest::addloot or '#npcloot add id), it becomes unlootable. If I bounce over to say... commons, it works fine. Is there something I am missing? The message you receive in game is the same you would see if loot was locked. (i.e. You may not loot that item from this corpse. You are not allowed to loot item: XXXX) |
This also happens using loottables to add the item(s).
Happens with existing items in the dB as well. Item flags don't seem to effect it either way (i.e. notrade, norent, questitemflag, races/classes set to all/all or none/none) While working on the quest, I made a new version of the zone and made it a globally accessible instance. Not sure if this would effect things or not... however while implementing some DoDH content (longshadow missions), adding the zonewide random drops worked fine. drachnidhive was instanced using a different version of that zone... and no issues. |
This problem only occurs with global instances.
No clue why still, but ... there it is. |
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Ok so far, for testing, I created a "version 1" the of nexus zone, as well as a few versions of the regular spawns in there, since some actually have regular loot items on them. (I used Percy_Clutches to test). I put a script on an npc in the pok, simply using "plugin::SendToInstance" and after I killed Percy, I was able to loot the robe and staff, no problem.
After that, I created another version of snpool, but with a custom NPC and fully custom item on it. Again, I used an npc script to enter the instance with: Code:
plugin::SendToInstance("solo", "snpool", 1, 137, -5, -19, "EXP", 360); Edit - Forgot to add, I used a quest::addloot under a simple EVENT_SPAWN script in the snpool instance with the custom item and I was still able to loot it no problem. |
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Post your full script for adding items, please.
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Did you try this ?
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sub EVENT_SPAWN{ |
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'#npcloot add id quest::AddLoot All of them result with unlootable items (in a global instance) It may be how I was send the client to the instance, however... when I checked instance_list_player... there was an entry for the client. |
If you can grab that error message, it might help as well.
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By chance...
Did the account that you were using have less than 100 status and you had your GM flag on? Code:
void Corpse::MakeLootRequestPackets(Client* client, const EQApplicationPacket* app) { Code:
void Corpse::LootItem(Client *client, const EQApplicationPacket *app) { And, if you're status isn't high enough, then you can only 'open' the corpse and not actually remove (loot) anything. This is so that guides can see..but, not touch a corpse's contents. |
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