2 Questions

06/05/2013 17:35 hacksaw#1
1.How can you force an interface to pop up without the player actually doing anything? I'm trying to make the SubClass menu popup when talking to a specific npc but cant seem to get it to happen, Using a trinity base as the source.

2. Ive been trying to make it so that when you reborn if you reborn to a different class than you were any equipment that your wearing that now isn't compatible with your class is put unequipped and put into your inventory once its been reduced to minimum stats, So far ive been able to make it remove equips but it removes them no matter what class you are even if your the correct class, This is what i have so far:

Code:
            foreach (Interfaces.IConquerItem item in Equipment.Objects)
                if (item != null)
                {
                    Database.ConquerItemBaseInformation BaseInformation = new Database.ConquerItemInformation(item.ID, item.Plus).BaseInformation;
           
                    if (BaseInformation.Class != Entity.Class)
                    {
                        Equipment.Remove(1);
                        Equipment.Remove(2);
                        Equipment.Remove(3);
                        Equipment.Remove(4);
                        Equipment.Remove(5);
                    }
                }
06/05/2013 18:53 Spirited#2
It depends on your client's version. Window IDs change every time new windows are added to the client. I could say what the window ID for subclasses are, but most likely I'll be wrong for whatever patch you're working on. You would have to do research into the client's window ids to figure that out. You would use a general action packet to open them.

As far as your second question, tell me how your logic is wrong:
1. For each item in the player's equipment set,
2. If the item being checked isn't null,
3. Get the item's base information.
4. If that item's class requirement isn't the entity's new class,
5. Remove all items equipped (positions 1 - 5).
06/06/2013 13:20 hacksaw#3
Ugh, Am i missing something really simple? From looking at what i've done it seems right and like it should work, Each check is in place for it to only remove those items if the items class and the entitys class are different yet it seems to bypass that check and remove them regardless.