Tradeable items / Pshop

12/16/2012 20:17 conquer93#1
got a question ive searched columns in csvs but cudnt find any of them for making an item Trable able or selling in personal shops.

any 1 who knows the columns for it ? thanks for ur time!

EDIT: found it , edit column "Weight" 0 = No trade 1 = Tradeable!
if u edit this u can trade or put items in personal shop like costumes etc!

for the ppl who also wanna know
12/16/2012 23:47 ihatehacks#2
You would need to remove the function that makes dshop items "deka items"

Once you remove that function from the exes or w.e its being called from then your dshop items will be able to be traded.
12/16/2012 23:49 Trac3r#3
ihatehacks no you dont need to do any exe editing.

Conquer93 - The column weight need to be on 1 to be tradeable/sellable in shops.
12/17/2012 01:11 ihatehacks#4
Quote:
Originally Posted by Trac3r View Post
ihatehacks no you dont need to do any exe editing.

Conquer93 - The column weight need to be on 1 to be tradeable/sellable in shops.
k, show me a SS of you trading a dshop costume with another player by switching the column "weight" to 1.

I know that 1 allows it to be put in personal shops but actual trading needs exe editing. The reason is as said in my first post.
12/17/2012 11:25 conquer93#5
I can trade my dshop items . When the weight is on 1 also on personal shop ill show ss when im home
12/17/2012 11:44 Trac3r#6
Ty Conquer then I dont need to (:

The weight
1 = Tradeable
0 = non Tradeable
12/17/2012 12:34 conquer93#7
I tryed to trade an item from itemcash with weight on 0 and it wasnt tradeable ... And. Weight 1 it was :)
12/17/2012 17:25 conquer93#8
here a SS of me trading a costume and personal shop. when weight is on 1. :) without any kind of editing on my exe.


Weight "1"
Code:
136,Magician Halloween Suit,4,5,10,0,1290,33,0010-0000-0000-0000-0000-0000-0000-0000,0,0,[COLOR="Red"]1[/COLOR],0,0,2,2,0,0,1,1,0,0,0,0,0,0,0,0,5358,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1140,0,1,0,0,0
12/17/2012 20:43 ihatehacks#9
Quote:
Originally Posted by conquer93 View Post
here a SS of me trading a costume and personal shop. when weight is on 1. :) without any kind of editing on my exe.


Weight "1"
Code:
136,Magician Halloween Suit,4,5,10,0,1290,33,0010-0000-0000-0000-0000-0000-0000-0000,0,0,[COLOR="Red"]1[/COLOR],0,0,2,2,0,0,1,1,0,0,0,0,0,0,0,0,5358,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1140,0,1,0,0,0
Odd... When i did it last time on 10 different items the game only allowed it to be sold in pshops instead of regular trade + pshops
12/18/2012 06:24 Decima#10
well, have u ever made a regular item into a deka item?? i have, altho i nvr did the reverse, its common sense that if u can make a reg item a deka item, then u must be able to make a deka item a reg item . . . . .

plus ive been knee deep in both exe's now and can safely say that there isnt a procedure anywhere i can find that deals with items being tradeable or not, there is really no way for the exe's to know unless every item was hard coded in, in which case it would be alot more to go thru then it is now, but obviously none of the items are hard coded, the only way the exe's could know if an item was tradeable or not would be from the item files it loads, i mean what about new items that have come out that are deka items?? obviously we dont have to edit the exe to have those items, right?

come on man lol, i expected a little more sense from you than this :P
12/19/2012 02:48 ihatehacks#11
Quote:
Originally Posted by Decima View Post
well, have u ever made a regular item into a deka item?? i have, altho i nvr did the reverse, its common sense that if u can make a reg item a deka item, then u must be able to make a deka item a reg item . . . . .

plus ive been knee deep in both exe's now and can safely say that there isnt a procedure anywhere i can find that deals with items being tradeable or not, there is really no way for the exe's to know unless every item was hard coded in, in which case it would be alot more to go thru then it is now, but obviously none of the items are hard coded, the only way the exe's could know if an item was tradeable or not would be from the item files it loads, i mean what about new items that have come out that are deka items?? obviously we dont have to edit the exe to have those items, right?

come on man lol, i expected a little more sense from you than this :P
Its sensible that they could do:

//dshop purchasing
*unknown return* create_item(source)
{
If(source == dshop)
{
generateitemID(dshop); //generates a code with a special beginning to show deka item
}
else
{
generateitemID(); //generates normal item
}
}

// Trading
void showTradeItem(itemID)
{
// Assumes IDs are generated with a 1 digit 0/1 for beginning of ID
string Sdek = itemID;
boolean isDeka = Sdek[0];
if(isDeka)
{
moveItem();
}
else
{
writeToChat("Cannot move deka items");
}
}




That can be done better but im just making a point. As you said it would be more sensible to just have it as a parameter on the item file, gonna go check it later.