So I tried this with a character...Here is what I did.
Created character, and deleted all bags.
Summoned some items to fill the 6 slots.
Did n00b island quest (the 1st one, kill the sparring dude, come back get gloves).
When I did this there was no crash. The item just 'poofed' until I zoned It then appeared in my overflow slot.
Can you give me info so I can attempt a replication?
We do have some code to handle it
In void Client::AcceptQuestReward(Quest* quest, int32 item_id)
So I tried this with a character...Here is what I did.
Created character, and deleted all bags.
Summoned some items to fill the 6 slots.
Did n00b island quest (the 1st one, kill the sparring dude, come back get gloves).
When I did this there was no crash. The item just 'poofed' until I zoned It then appeared in my overflow slot.
Can you give me info so I can attempt a replication?
We do have some code to handle it
In void Client::AcceptQuestReward(Quest* quest, int32 item_id)
int8 num_slots_needed = 0;
int16 free_slots = player->item_list.GetNumberOfFreeSlots();
if (free_slots >= num_slots_needed || (player->item_list.HasFreeBagSlot() && master_item && master_item->IsBag() && master_item->bag_info->num_slots >= totalItems))
receiving a quest reward with a full bag seems to cause issues
So I tried this with a character...Here is what I did. Created character, and deleted all bags. Summoned some items to fill the 6 slots. Did n00b island quest (the 1st one, kill the sparring dude, come back get gloves).
When I did this there was no crash. The item just 'poofed' until I zoned It then appeared in my overflow slot.
Can you give me info so I can attempt a replication?
We do have some code to handle it In void Client::AcceptQuestReward(Quest* quest, int32 item_id)
if (free_slots >= num_slots_needed || (player->item_list.HasFreeBagSlot() && master_item && master_item->IsBag() && master_item->bag_info->num_slots >= totalItems))
addressed by
4271ea987c