Quote:
Originally Posted by zakkwilde_17
I found a bug :
Try using any passive skill at SOBs TG (Stigman, Shield, etc...)
I use Breakpoints and found where it buging
Code:
else if (target.AddEffect((ClientEffect)(1U << skill.Status), skill.StepSecs * Common.MS_PER_SECOND))
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Confirmed fixed for 2.9.2
Entity.AddEffect is trying to re-send the entityspawnpacket for anything that has its effect changed. As a temp fix you can just change if(success) to be
if (success && !(this is SOB))
Quote:
Originally Posted by mujake
I used NPCs to generate stones as rewards, and used their ID, so i guess that's the problem.
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Shops will generate + on items automatic. This is because they are searching the ItemType for what is being purchased and initializing the + value of it based on the "Magic3" field in that table.
If you're generating + stones from commands or NPCs you need to manually specify that + value.
EG: CreateItem(730001, 1); to create a +1Stone that is also +1 (cause yah... tq is fun like that)
Redux 2.9.2 Release
NPCs
-Market Upgrades now check new item level (no more lvl 120 items on lvl 1 characters)
-Added LOTS of market/lab NPCs [mujake]
-Added all mine assistants
-Added Moon Box Quest (should be 100%)
-Added VP Rewards
-Added Lab (rewards/tokens/etc)
-Added Unknown man (awards 8 exp balls of exp)
-Added Tinter/Shop boy (armor dye)
MISC/Features
-Added Tasks (daily limits for events/quests/items)
-Added character deletion
-Fixed level up logic (who the fuck wrote that mess..)
-Virtue points added
-Team Exp added
-Fixed minor portal issue
-ReWrote mining system
-Added mine support for all mines
-Fixed weapon skill issue in TG (100% activation rate)
-Fixed map flags (was causing issue with mine caves/other maps resetting location incorrectly)
-Added AC2 Spawns
-Corrected Lab spawns
NOTE: This is missing the NPC spawn locations for Moon Box Quest as well as the spawns for lab (only slingers are spawning atm)
If someone has already added them, hit me up and I'll include in a future release.