[FIXED] Immovable objects in backpack

Here we stuff all the bugs we've managed to squash/squish/squelch.
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Osprey
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Immovable objects in backpack

Post by Osprey »

Using - Experimental version of UOX3.

I bought some cloth and made bandages on a char then found that I could not move them. I got my GM char to see if he could move them - no. By coincidece he had some bandages on him which also could not be movd so I tried the "'allmove ON" command - still no go. Then I used "'set movable 1" still no change. I'll try restarting the shard and post in bugs if it doesn't change.

I used World builder (GMMenu-> Move to bag) and moved it to my GMs bag but I still could not move them manually. I bought more cloth and cut it into bandages on my other char and now cannot move those bandages.

Am I missing something or is it a bug.
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Xuri
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Post by Xuri »

Hm. Verified. Not sure why though.
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Osprey
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Post by Osprey »

This same scenario happened again - this time when I was fishing and hauled up flotsam - all the flotsam is immovable in my backpack. I was able to move them with the 'set movable 1 command.

The flotsam in question was broken clocks, broken chairs and various bones. Gems, gold coins, boots and fish were all movable when pulled up.

Thought this may help!
stranf
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Post by stranf »

I upgraded to UOx3 v. 3.7t and EVERY item in my backpack if flagged immovable. Even with allmove on!

OUCH!!!

I'm going to have to go back to my latest save experimental-q in order to play.

:(
stranf
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Post by stranf »

UPDATE:

Went back to 3.7q (replaced the uox3.exe and js32.dll) and performed the same task I was doing before I saw the bug:

I added all the musical instruments from the 'add menu one at a time then tried to move them. Good to go on 3.7q, not good on 3.7t.

This could be a nasty bug to find. Maybe it was a bad compile of the code, or a faulty convert into a zip file?
giwo
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Post by giwo »

Pretty sure I see the problem

CPlayerAction.cpp

Code: Select all

UI16 targTrig = i->GetScriptTrigger();
cScript *toExecute = JSMapping->GetScript( targTrig );
if( toExecute != NULL )
{
	if( toExecute->OnPickup( i, ourChar ) ) // returns false if we should bounce it
	{
		tSock->Send( &bounce );
		return true;
	}
}
I'm fairly certain that should be if( !toExecute->OnPickup( i, ourChar ) )
dracuskaos
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Post by dracuskaos »

I found an ingame work around, it's tedious but it works. if you try to move objects VERY fast it will tell you "you cannot pick that up" but it moves it anyway.
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Post by intodesi2 »

Whats the status of this bug? The in game fix doesn't seem to be working for me
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Post by intodesi2 »

I will verify that giwo's suggestion works regarding the following
Pretty sure I see the problem

CPlayerAction.cpp

Code:
UI16 targTrig = i->GetScriptTrigger();
cScript *toExecute = JSMapping->GetScript( targTrig );
if( toExecute != NULL )
{
if( toExecute->OnPickup( i, ourChar ) ) // returns false if we should bounce it
{
tSock->Send( &bounce );
return true;
}
}


I'm fairly certain that should be if( !toExecute->OnPickup( i, ourChar ) )
stranf
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Post by stranf »

Do we have an updated experimental build where giwo's fix can be tested?
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Post by intodesi2 »

I don't know, but the fix works.
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Xuri
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Post by Xuri »

Ok, applied the fix and committed to CVS.
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RandallFlagg26
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Post by RandallFlagg26 »

I'm using uox3 version 0.98-4.0h and I'm having the same fishing problem that Osprey was talking about in 2008. I must be tired or slow but I wasn't able to determine what the fix was nor how to implement it. Could one of you uox3 gurus please explain it to me?
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