Full Version : Problem with LootPacks
xmlspawner >>Troubleshooting >>Problem with LootPacks


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Allmight- 08-26-2006
I was experimenting with loot packs, using the eaxample "LootPack.xml", but noticed it seems to be broken.

I loaded the xml file with xmlload, and put on the staff cloak to activate the spawn. The chest spawned fine, but it was empty. I removed the cloak and refreshed the spawner, and saw the error, "Unable to add LOOTPACK".

I have tried with other loot packs as well, and i get the following behinde the above error "type: UsedLootPack". UsedLootPack is obviously the lootpack i used in the test.


ArteGordon- 08-27-2006
yeah, there was some change to lootpack generation in 2.0 that causes it to fail without a valid mobile arg at the time of construction.
I fixed it, but now I have forgotten whether it was a fix in basexmlspawner.cs or in lootpack.cs

I am currently able to do lootpack spawns so try the latest beta and see if that works, otherwise I will dig around and see if a distro mod was required.

ArteGordon- 08-27-2006
ok, I found it. There was a mod in LootPack.cs needed to make them work again

QUOTE

  private static bool IsInTokuno( Mobile m )
  {
            // ARTEGORDONMOD
            // allow lootpack construction without a mobile
            if (m == null) return false;


  if ( m.Region.IsPartOf( "Fan Dancer's Dojo" ) )
    return true;

  if ( m.Region.IsPartOf( "Yomotsu Mines" ) )
    return true;

  return ( m.Map == Map.Tokuno );
  }

Allmight- 08-27-2006
Ah, great. I will add that fix. Thank you very much smile.gif