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Development::Bug Reports Post detailed bug reports and what you would like to see next in the emu here. |
02-25-2009, 07:12 PM
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Demi-God
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Join Date: May 2007
Posts: 1,032
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Thank you for this submission Theeper
Unfortunately I can't realy test any new code myself at this time due to number of reasons, So I am hopping that Trev, Cavedude or KLS can try this fix and hopefuly it will work
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02-25-2009, 07:54 PM
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Discordant
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Join Date: May 2004
Posts: 290
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After looking through the nodrop checks, it looks like in most places, it's just reading the pointer to the base item flag directly.
It seems like it would make sense to create an IsNoDrop() function inside the ItemInst class to check both flags. Then replace all the existing nodrop checks throughout ... as opposed to adding an instance no drop check each time a normal no drop check is done.
Also, any thoughts on how it worked when you looted an attuneable item on Live ? .. If the item auto equipped, did the "Are you sure you want to attune?" popup window work?
It seems like there was some odd issue with attuneable items back then, but It's been too long.
As usual, there's probably a function somewhere I missed and KLS will rewrite the whole thing in one line.
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02-25-2009, 08:27 PM
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Demi-God
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Join Date: May 2007
Posts: 1,032
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as far as I can tell on LIVE attuneable item did not tried to auto-equip itself - it went directly into your bags
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02-25-2009, 10:55 PM
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Discordant
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Join Date: May 2004
Posts: 290
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Good point. Here is a simple change to make them not auto equip.
In zone\inventory.cpp around line 381
Change
Code:
// #1: Try to auto equip
if (try_worn && inst.IsEquipable(GetBaseRace(), GetClass()) && inst.GetItem()->ReqLevel<=level)
to
Code:
// #1: Try to auto equip
if (try_worn && inst.IsEquipable(GetBaseRace(), GetClass()) && inst.GetItem()->ReqLevel<=level && !inst.GetItem()->Attuneable)
And this will set the instnodrop flag upon zoning if the item was equipped somehow (like with MQ) and bypasses the popup window.
in common\shareddb.cpp around line 483
Change
Code:
if (item) {
sint16 put_slot_id = SLOT_INVALID;
ItemInst inst(item, charges);
if (instnodrop)
inst.SetInstNoDrop(true);
if (color > 0)
inst.SetColor(color);
if(charges==255)
inst.SetCharges(-1);
else
to
Code:
if (item) {
sint16 put_slot_id = SLOT_INVALID;
ItemInst inst(item, charges);
if (instnodrop || (slot_id >= 0 && slot_id <= 21 && inst.GetItem()->Attuneable))
inst.SetInstNoDrop(true);
if (color > 0)
inst.SetColor(color);
if(charges==255)
inst.SetCharges(-1);
else
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02-26-2009, 12:19 AM
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The PEQ Dude
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Join Date: Apr 2003
Location: -
Posts: 1,988
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I just tested this out, attuneable items do persist over zoning/camping and no longer auto-loot. However, they lose their no drop flag when you loot the item off your corpse. We're probably losing the flag when it gets transferred to the corpse.
Also, I confirmed that you can trade them to NPCs, however you can't sell them in bazaar. Since they are no drop, they won't appear in your item list after placing in the trader's satchel.
So, all that needs to be done is put in a NPC trade check, and correct the transfer to corpses and back then this will be 100%.
Last edited by cavedude; 02-26-2009 at 08:32 AM..
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02-26-2009, 12:30 AM
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Demi-God
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Join Date: May 2007
Location: b
Posts: 1,450
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Have not tested this, but this should work hopefully. I probably messed it up but something along the lines of this should work, heh.
PlayerCorpse.cpp
Code:
void Corpse::MoveItemToCorpse(Client *client, ItemInst *item, sint16 equipslot)
{
int bagindex;
sint16 interior_slot;
ItemInst *interior_item;
AddItem(item->GetItem()->ID, item->GetCharges(), equipslot, item->GetAugmentItemID(0), item->GetAugmentItemID(1), item->GetAugmentItemID(2), item->GetAugmentItemID(3), item->GetAugmentItemID(4));
if(item->IsType(ItemClassContainer))
{
for(bagindex = 0; bagindex <= 10; bagindex++)
{
interior_slot = Inventory::CalcSlotId(equipslot, bagindex);
interior_item = client->GetInv().GetItem(interior_slot);
if(interior_item->IsInstNoDrop)
{
interior_item->SetInstNoDrop(true);
}
if(interior_item)
{
AddItem(interior_item->GetItem()->ID, interior_item->GetCharges(), interior_slot, interior_item->GetAugmentItemID(0), interior_item->GetAugmentItemID(1), interior_item->GetAugmentItemID(2), interior_item->GetAugmentItemID(3), interior_item->GetAugmentItemID(4));
client->DeleteItemInInventory(interior_slot);
}
}
}
client->DeleteItemInInventory(equipslot);
}
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02-26-2009, 10:25 AM
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Discordant
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Join Date: May 2004
Posts: 290
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Thanks guys, I'll try to get the NPC trade thing and the corpse flag done when I get home tonite.
Secrets, this doesn't look proper though. You're setting a flag that is already set.
Code:
if(interior_item->IsInstNoDrop)
{
interior_item->SetInstNoDrop(true);
}
I'm wondering if you meant to do..
Code:
if(item->IsInstNoDrop())
{
interior_item->SetInstNoDrop(true);
}
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