O_o what are you using for your inventory count? user.Inventory.Count will return the number of items in the collection. This will NOT count stacked items.Quote:
Thx Kiyono, works for me aswell, :)
@badguy4you, I know there is a bug with the Inventory count. It counts the stacked items aswell,
Like you have 10 free slots in your inventory, but you have stacked items with a total amount of 10, so that makes it think the inverentory is full, because it counts them as 40.
Any reasonably coded source would have the amount of items in a stack inside the structure of the single item that is the stack itself, so it wouldn't count towards the overall inventory count at all, besides the 1 that is the stack.Quote:
Thx Kiyono, works for me aswell, :)
@badguy4you, I know there is a bug with the Inventory count. It counts the stacked items aswell,
Like you have 10 free slots in your inventory, but you have stacked items with a total amount of 10, so that makes it think the inverentory is full, because it counts them as 40.
I'm sorry, I drawn my conclusion to quickly, you are rightQuote:
O_o what are you using for your inventory count? user.Inventory.Count will return the number of items in the collection. This will NOT count stacked items.
You've confirmed that in the source? That's certainly odd. If you did find it in the source, just change it to 35.Quote:
I'm sorry, I drawn my conclusion to quickly, you are right
It happends with the BeginnenPacks, but I found out inventory countings there were wrong.
Example:
Pack lvl 15 adds 5 items,
but it checks if the inventory has lower than 22 items, guess you'll understand me.
how the code Kiyono gave works for i am using the client and patches proQuote:
Thx Kiyono, works for me aswell, :)
@badguy4you, I know there is a bug with the Inventory count. It counts the stacked items aswell,
Like you have 10 free slots in your inventory, but you have stacked items with a total amount of 10, so that makes it think the inverentory is full, because it counts them as 40.