I'm using the itm_send_tbl to send item from my webshop to the players. However once I moved over from php to C# it seems like items from the webshop are untradeable.
I'm using the following snippet in my webshop code to create an entry to the ITM_SEND_TBL,
Any ideas? I haven't done anything in the code related to sending items or trading items and this worked without any problems in the php version of the website with the same method of sending items.
Your provided code does not help at all, since it only shows us how your instance is being constructed - better provide the classes' code. Is there any log written (error.txt, error.log, CQuery-Logfile)?
My only guess is that m_bCharged is set to 1 when a data set is being inserted into the table. Nonetheless that should not make the trading impossible iirc.
Your provided code does not help at all, since it only shows us how your instance is being constructed - better provide the classes' code. Is there any log written (error.txt, error.log, CQuery-Logfile)?
My only guess is that m_bCharged is set to 1 when a data set is being inserted into the table. Nonetheless that should not make the trading impossible iirc.
Im using an edmx to auto-generate the C# classes from the flyff-database tables. So I'm not sure what other additional information I can give.
I know that when it is inserted m_bCharged is set to 0 and I experimented with different values. Since I also thought it has to be something with that.
Certain items like fashion from a box also turns into 'Event Reward' items.
Which makes it seem like somewhere in the code or through the system it is set to be binded.
Its weird if charged is unrelated to being tradeable or not. I know that it triggers the "TID_GAME_CANNOTTRADE_ITEM" message which is only being used in TradeSetItem2.
The only check in that method that I can imagine might be the culprit woud be the "IsBinds" check.
So what I tried was to disable a few of the checks temporarily to see which ones are causing the item to be untradeable.
However even with these two checks at the bottom, items are still untradeable (although some items like fashion is tradeable, but any other items like scrolls are not).
Its weird if charged is unrelated to being tradeable or not. I know that it triggers the "TID_GAME_CANNOTTRADE_ITEM" message which is only being used in TradeSetItem2.
The only check in that method that I can imagine might be the culprit woud be the "IsBinds" check.
So what I tried was to disable a few of the checks temporarily to see which ones are causing the item to be untradeable.
However even with these two checks at the bottom, items are still untradeable (although some items like fashion is tradeable, but any other items like scrolls are not).
I'll keep digging
Maybe try compare the fashion and scrolls entries in propitem/spec. Maybe something is different
I doubt its anything in that. Because if I spawn the same item with /ci it is tradeable. So its def something being set in the code when its being sent over or something. I did some more testing yesterday and might have figured something out.
I doubt its anything in that. Because if I spawn the same item with /ci it is tradeable. So its def something being set in the code when its being sent over or something. I did some more testing yesterday and might have figured something out.
But I need to do some more testing to confirm.
Visual Studio provides you with a debugger. Use it!
You can start your debugging journey here: CDPSrvr::OnTradePut