Quote:
Originally Posted by KingMort
Well... That fix worked now i'm getting something else entirely ! haha .. Any ideas here??
Code:
> Zone.exe!Mob::ExecWeaponProc(unsigned short spell_id=19361, Mob * on=0x01564b08) Line 2728 + 0x10 bytes C++
Zone.exe!Mob::TryWeaponProc(const Item_Struct * weapon=0x04e49a88, Mob * on=0x01564b08, unsigned short hand=13) Line 3793 C++
Zone.exe!Mob::TryWeaponProc(const ItemInst * weapon_g=0x015d9d10, Mob * on=0x01564b08, unsigned short hand=13) Line 3680 C++
Zone.exe!Client::Process() Line 397 C++
Zone.exe!EntityList::MobProcess() Line 488 + 0x1a bytes C++
Zone.exe!main(int argc=2, char * * argv=0x003a3020) Line 480 C++
Zone.exe!__tmainCRTStartup() Line 266 + 0x12 bytes C
kernel32.dll!7c816d4f()
[Frames below may be incorrect and/or missing, no symbols loaded for kernel32.dll]
kernel32.dll!7c8399f3()
Zone.exe!Client::AutoPutLootInInventory(ItemInst & inst={...}, bool try_worn=true, bool try_cursor=false, ServerLootItem_Struct * * bag_item_data=0x3a064000) Line 622 + 0x6 bytes C++
00000f06()
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I am actually dealing with a similar issue with Lillu right now, verifying the code first before I submit it. That has to do with a spell trying to proc a spell that doesn't exist most likely.
Check your spells table for 19361, if it isn't there that's the ultimate problem. But there should be some safety checks in the code for it.
There's a few different functions that bump into this problem. Ultimately ExecWeaponProc can use some functions to check the validity of the spell before it tries to fire off.
First check your spells table for that and get back to me.
Thanks,
Akkadius