and how does it work !
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or you have a fail in _RefObjCommon / _RefObjItemQuote:
declare @dur int
select @dur = Dur_L from _RefObjItem where ID = @link_to_item
set @data = @dur
if (@opt_level < 0)
set @opt_level = 0
else if (@opt_level > 12)
set @opt_level = 12
if (@data <= 0 or @data > @max_count)
begin
set @data = @max_count
end
The Monster mask, contain a value of the monster that the player will be transformed (Object ID) when activate it. The same record in server database is used to store quantity(ex 250 arrows) and durability of items. By the exploit they change the item type and from quantity 3666 its change to Obj Id (of mob MOB_AUTOMOB), because the mask use this value for Obj ID.Quote:
"Need to have a quantity value of 3666 on player 2"
What do I mean by that?
It seems you are the P-server master in here:cool:Quote:
You can fix this by filter software. You need to define character status. Like filter knows the char is in Stall or in "Wearing an Item" or "Fusing" cannot do anything else while in this status. That's like I fix most of the stuff.