Shantotto's quest line - 100% complete

ik2012
Posts: 53
Joined: Fri Nov 16, 2012 2:03 pm

Re: Shantotto's quest line - 95% complete

Post by ik2012 » Sat Dec 22, 2012 4:04 am

Got as far as creating the door .lua, seems to work OK...
Moving onto the mob scripts and I am now crashing the server when I try to defeat one of the required mobs.

When debugging the crash I get a break point at

Code: Select all

DSP_DEBUG_BREAK_IF(lua_isnil(L,-1) || !lua_isnumber(L,-1));
in lua_baseentity.cpp

Please tell me it was something stupid I did with this:

Code: Select all

-----------------------------------
-- Area: FeiYin
-- NPC:  Colossus
-----------------------------------
-----------------------------------

require("scripts/globals/keyitems");

-----------------------------------
-- onMobSpawn Action
-----------------------------------

function OnMobSpawn(mob)
end;

-----------------------------------
-- onMobDeath
-----------------------------------

function onMobDeath(mob, killer)
	
	-- Curses, Foiled A-Golem!?
	if(killer:hasKeyItem(SHANTOTTOS_NEW_SPELL)) then
		killer:delKeyItem(SHANTOTTOS_NEW_SPELL);
		killer:addKeyItem(SHANTOTTOS_EX_SPELL);
	end
	
end;
Thanks

bluekirby0
Developer
Posts: 707
Joined: Sun Jul 22, 2012 12:11 am

Re: Shantotto's quest line - 95% complete

Post by bluekirby0 » Sat Dec 22, 2012 11:31 am


ik2012
Posts: 53
Joined: Fri Nov 16, 2012 2:03 pm

Re: Shantotto's quest line - 100% complete

Post by ik2012 » Sat Dec 22, 2012 1:37 pm

Thanks kirby

Quest is 100% now, patch in first post ^^

ik2012
Posts: 53
Joined: Fri Nov 16, 2012 2:03 pm

Re: Shantotto's quest line - 100% complete

Post by ik2012 » Thu Jan 03, 2013 7:02 pm

R2179 per whasf :D

Post Reply