Warehouse problem

02/23/2015 12:49 p3jko#1
How can i fix warehouses ... i put item's and when i relog all item's are gone!?

Please help me im using Messiv13
02/23/2015 13:16 Thorev#2
Don't use shitty source.
Don't end up with shitty problems.
02/23/2015 17:08 Best Coder 2014#3
Quote:
Originally Posted by Thorev View Post
Don't use shitty source.
Don't end up with shitty problems.
The CO section of ePvP really needs to have a rule about instant-banning anyone who asks about the fucking terrible, shitty Messi sources.
02/25/2015 20:30 H.Mando#4
using System;

namespace BigBOsProjects.Network.GamePackets
{
public class Warehouse : Writer, Interfaces.IPacket
{
public const byte Entire = 0, AddItem = 1, RemoveItem = 2;
private byte[] buffer;
public Warehouse(bool Create)
{
if (Create)
{
buffer = new byte[32];
WriteUInt16(24, 0, buffer);
WriteUInt16(1102, 2, buffer);
}
}

public uint NpcID
{
get { return BitConverter.ToUInt32(buffer, 4); }
set { WriteUInt32(value, 4, buffer); }
}

public byte Type
{
get
{
return buffer[8];
}
set
{
buffer[8] = value;
}
}

public uint Count
{
get { return BitConverter.ToUInt32(buffer, 20); }
set
{
if (value > 20)
throw new Exception("Invalid Count value.");
byte[] Buffer = new byte[8 + 24 + (72 * value)];
WriteUInt16((ushort)(Buffer.Length - 8), 0, Buffer);
WriteUInt16(1102, 2, Buffer);
WriteUInt32(NpcID, 4, Buffer);
WriteUInt32(Type, 8, Buffer);
Buffer[9] = buffer[9];
WriteUInt32(value, 20, Buffer);
buffer = Buffer;
}
}

public uint UID
{
get { return BitConverter.ToUInt32(buffer, 16); }
set { WriteUInt32(value, 16, buffer); }
}

public void Append(ConquerItem item)
{
WriteUInt32(item.UID, 24, buffer);
WriteUInt32(item.ID, 28, buffer);
WriteByte((byte)item.SocketOne, 33, buffer);
WriteByte((byte)item.SocketTwo, 34, buffer);
WriteByte(item.Plus, 41, buffer);
WriteByte(item.Bless, 42, buffer);
WriteByte((byte)(item.Bound == true ? 1 : 0), 43, buffer);
WriteUInt16(item.Enchant, 44, buffer);
WriteUInt16((ushort)item.Effect, 46, buffer);
WriteByte(item.Lock, 48, buffer);
WriteByte((byte)(item.Suspicious == true ? 1 : 0), 49, buffer);
WriteByte((byte)item.Color, 51, buffer);
WriteUInt32(item.SocketProgress, 52, buffer);
WriteUInt32(item.PlusProgress, 56, buffer);
WriteUInt16((ushort)item.StackSize, 68, buffer);
}
public byte[] ToArray()
{
return buffer;
}

public void Deserialize(byte[] buffer)
{
this.buffer = buffer;
}

public void Send(Client.GameClient client)
{
client.Send(buffer);
}
}
}