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[FIX]AddItem (Fully work)
Discussion on [FIX]AddItem (Fully work) within the CO2 PServer Guides & Releases forum part of the CO2 Private Server category.
07/26/2010, 15:23
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#1
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Join Date: Feb 2009
Posts: 1,765
Received Thanks: 382
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[FIX]AddItem (Fully work)
Go in character.cs and search for:
Code:
public void AddItem(uint ID, byte Plus)
Under add:
Code:
public void AddItem(uint ID, byte Plus, byte Bless)
{
Item I = new Item();
I.Plus = Plus;
I.Bless = Bless;
I.ID = ID;
I.UID = (uint)Rnd.Next(10000000);
I.MaxDur = I.DBInfo.Durability;
I.CurDur = I.MaxDur;
if (I.UID == 0)
{
I.UID = (uint)Rnd.Next(10000000);
}
Inventory.Add(I);
MyClient.AddSend(Packets.AddItem(I, 0));
}
public void AddItem(uint ID, byte Plus, byte Bless, byte Enchant)
{
Item I = new Item();
I.Plus = Plus;
I.Bless = Bless;
I.Enchant = Enchant;
I.ID = ID;
I.UID = (uint)Rnd.Next(10000000);
I.MaxDur = I.DBInfo.Durability;
I.CurDur = I.MaxDur;
if (I.UID == 0)
{
I.UID = (uint)Rnd.Next(10000000);
}
Inventory.Add(I);
MyClient.AddSend(Packets.AddItem(I, 0));
}
public void AddItem(uint ID, byte Plus, byte Bless, byte Enchant, byte Soc1)
{
Item I = new Item();
I.Plus = Plus;
I.Bless = Bless;
I.Enchant = Enchant;
I.Soc1 = (Game.Item.Gem)Soc1;
I.ID = ID;
I.UID = (uint)Rnd.Next(10000000);
I.MaxDur = I.DBInfo.Durability;
I.CurDur = I.MaxDur;
if (I.UID == 0)
{
I.UID = (uint)Rnd.Next(10000000);
}
Inventory.Add(I);
MyClient.AddSend(Packets.AddItem(I, 0));
}
public void AddItem(uint ID, byte Plus, byte Bless, byte Enchant, byte Soc1, byte Soc2)
{
Item I = new Item();
I.Plus = Plus;
I.Bless = Bless;
I.Enchant = Enchant;
I.Soc1 = (Game.Item.Gem)Soc1;
I.Soc2 = (Game.Item.Gem)Soc2;
I.ID = ID;
I.UID = (uint)Rnd.Next(10000000);
I.MaxDur = I.DBInfo.Durability;
I.CurDur = I.MaxDur;
if (I.UID == 0)
{
I.UID = (uint)Rnd.Next(10000000);
}
Inventory.Add(I);
MyClient.AddSend(Packets.AddItem(I, 0));
}
Thats it.
Pretty simple.
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07/26/2010, 17:51
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#2
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elite*gold: 0
Join Date: Feb 2007
Posts: 340
Received Thanks: 38
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it's not really a fix..was it ever bugged? you just added something new
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07/26/2010, 17:54
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#3
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elite*gold: 28
Join Date: Jun 2010
Posts: 2,223
Received Thanks: 867
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Exactly what ^ said.
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07/26/2010, 18:23
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#4
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elite*gold: 0
Join Date: May 2009
Posts: 884
Received Thanks: 211
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I guess wat dis does is if u try and convert something from like lotf or coemu you dont have to make a WHOLE new void to fix da errors the coemu's AddItem(or w.e version) gives...well still I posted thanks as he made a contribution ^_0.
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07/26/2010, 18:44
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#5
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elite*gold: 28
Join Date: Jun 2010
Posts: 2,223
Received Thanks: 867
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You would give thanks.
Thanks given: 125
Received Thanks: 115
More thanks given then got.
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07/26/2010, 18:58
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#6
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elite*gold: 0
Join Date: May 2009
Posts: 884
Received Thanks: 211
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Quote:
Originally Posted by Eliminationn
You would give thanks.
Thanks given: 125
Received Thanks: 115
More thanks given then got.
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I'm more of a people person dats y TYVM :P.
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07/27/2010, 01:52
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#7
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elite*gold: 0
Join Date: Feb 2009
Posts: 1,765
Received Thanks: 382
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The fix is that the original itemadd can:
GC.MyChar.AddItem(ID, +);
this one can:
GC.MyChar.AddItem(ID, +, -, hp, soc1, soc2);
see the different?
so who said it aint a fix, failed.
+thanks to killersub
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07/27/2010, 01:54
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#8
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elite*gold: 0
Join Date: Oct 2009
Posts: 8,765
Received Thanks: 5,291
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Yeah, this isn't really a fix, more of just an addon. That's just my opinion though, nonetheless its helpful^^
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07/27/2010, 01:56
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#9
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elite*gold: 0
Join Date: Feb 2009
Posts: 1,765
Received Thanks: 382
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is still a fix somehow XD
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