Re: Inventory R63+ New Items
Do you have any screens on what this does? Like before or after? :-D
Re: Inventory R63+ New Items
It fixes the inventory since the packet structure changed.
Re: Inventory R63+ New Items
Quote:
Originally Posted by
Roper
It fixes the inventory since the packet structure changed.
Ok. Thanks. :)
Re: Inventory R63+ New Items
Nope I don't know what this exactly does but I think this do the red 1,2(amount of new furniture)
Re: Inventory R63+ New Items
Quote:
Originally Posted by
George2000
Nope I don't know what this exactly does but I think this do the red 1,2(amount of new furniture)
Yes, it updates the structure which makes it all work perfectly.
Re: Inventory R63+ New Items
People someone could test it for me? My uber is broken (I dunno why)
Re: Inventory R63+ New Items
hang on wait what you couldnt of made produced these codes then if you dont even know how they work or what they do :o too bad...
but on a lighter note still very helpful to uberemu _ duckemu users
Re: Inventory R63+ New Items
This doesn't work, You're structure is a bit off, Brohan.
Re: Inventory R63+ New Items
Re: Inventory R63+ New Items
Can you please test it yourself first.
Re: Inventory R63+ New Items
Quote:
Originally Posted by
Quackster
Can you please test it yourself first.
I'm going to quote you on your earlier point, before you edited this post. 832 is the message id for the UnseenItemsEvent it has nothing to do with 'messenger update'.
The message id i think you're referring to is 15, the FriendListUpdateMessage.
Re: Inventory R63+ New Items
I tested it on ION and worked,
offtopic: Quackster I luv ur avatar
Re: Inventory R63+ New Items
It isn't the new structure, it is for make this:
http://img694.imageshack.us/img694/1600/picture2jft.png
But it a wrong form of the packet...
Re: Inventory R63+ New Items
Itachi, nice! Which emulator is that you're using? Still blizzard?
Re: Inventory R63+ New Items
Quote:
Originally Posted by
George2000
Itachi, nice! Which emulator is that you're using? Still blizzard?
Yes, I will finish Blizzard!
With that, it will be sended when you purchase the item, and with the id of the new item purchased only.
It Will Be like this:
Code:
public void UpdateItems(bool FromDatabase) // R63 From Achievement Categories use this
{
if (FromDatabase)
{
LoadInventory();
}
GetClient().GetMessageHandler().GetResponse().Init(832);
GetClient().GetMessageHandler().GetResponse().AppendBoolean(true);
if(mItems.Type != "s")
GetClient().GetMessageHandler().GetResponse().AppendInt32(2);
else
GetClient().GetMessageHandler().GetResponse().AppendInt32(1);
GetClient().GetMessageHandler().GetResponse().AppendBoolean(true); // total count of furnis
GetClient().GetMessageHandler().GetResponse().AppendUInt(mItems.ItemId); // id of furni purchased on inventory
GetClient().GetMessageHandler().SendResponse();
}
Re: Inventory R63+ New Items
Quote:
Originally Posted by
ItachiKM
Yes, I will finish Blizzard!
With that, it will be sended when you purchase the item, and with the id of the new item purchased only.
It Will Be like this:
Code:
public void UpdateItems(bool FromDatabase) // R63 From Achievement Categories use this
{
if (FromDatabase)
{
LoadInventory();
}
GetClient().GetMessageHandler().GetResponse().Init(832);
GetClient().GetMessageHandler().GetResponse().AppendBoolean(true);
if(mItems.Type == "s")
GetClient().GetMessageHandler().GetResponse().AppendInt32(2);
else
GetClient().GetMessageHandler().GetResponse().AppendInt32(1);
GetClient().GetMessageHandler().GetResponse().AppendBoolean(true); // total count of furnis
GetClient().GetMessageHandler().GetResponse().AppendUInt(mItems.ItemId); // id of furni purchased on inventory
GetClient().GetMessageHandler().SendResponse();
}
The part
Code:
if(mItems.Type == "s")
GetClient().GetMessageHandler().GetResponse().AppendInt32(2);
else
GetClient().GetMessageHandler().GetResponse().AppendInt32(1);
Should be
Code:
if(mItems.Type == "s")
GetClient().GetMessageHandler().GetResponse().AppendInt32(1);
else
GetClient().GetMessageHandler().GetResponse().AppendInt32(2);
Then it has been fixed, because it would show you purchased a wall item even if it was a floor item. Or it would show you purchased a floor item even though if it was a wall item.
:D:
Re: Inventory R63+ New Items
Quote:
Originally Posted by
Quackster
The part
Code:
if(mItems.Type == "s")
GetClient().GetMessageHandler().GetResponse().AppendInt32(2);
else
GetClient().GetMessageHandler().GetResponse().AppendInt32(1);
Should be
Code:
if(mItems.Type == "s")
GetClient().GetMessageHandler().GetResponse().AppendInt32(1);
else
GetClient().GetMessageHandler().GetResponse().AppendInt32(2);
Then it has been fixed, because it would show you purchased a wall item even if it was a floor item. Or it would show you purchased a floor item even though if it was a wall item.
:D:
Sorry, I copy bad the code, it's a != not a ==, but in your way is good too, thank u!
Re: Inventory R63+ New Items
can someone help me?
i've added all correctly but when buy something, i get DC.
Re: Inventory R63+ New Items
Quote:
Originally Posted by
unkn0wn32
can someone help me?
i've added all correctly but when buy something, i get DC.
Well, you didn't add it correctly then, did you?
Re: Inventory R63+ New Items
i don't know, i've replaced all correctly.
@off
do u have TV?
add my msn pls, scott-hey@live.com
Re: Inventory R63+ New Items
Quote:
Originally Posted by
unkn0wn32
can someone help me?
i've added all correctly but when buy something, i get DC.
i dont know but...
in many Emulator the id in the Item.cs is private. change it to public
Works???
---------- Post added at 09:06 PM ---------- Previous post was at 08:42 PM ----------
I have searched a own method ^^
i found a method for peoples he have problems with it ^^
search for the void
Code:
public void UpdateItems(bool FromDatabase)
and replace it with
Code:
public void UpdateItems(bool FromDatabase)
{
if (FromDatabase)
{
LoadInventory();
RunDBUpdate();
}
GetClient().GetMessageHandler().GetResponse().Init(101);
GetClient().GetMessageHandler().SendResponse();
}
public void UpdateItems(bool FromDatabase, string Type, uint Id)
{
if (FromDatabase)
{
LoadInventory();
RunDBUpdate();
}
GetClient().GetMessageHandler().GetResponse().Init(832);
GetClient().GetMessageHandler().GetResponse().AppendBoolean(true);
if (Type != "s")
GetClient().GetMessageHandler().GetResponse().AppendInt32(1);
else
GetClient().GetMessageHandler().GetResponse().AppendInt32(2);
GetClient().GetMessageHandler().GetResponse().AppendBoolean(true); // total count of furnis
GetClient().GetMessageHandler().GetResponse().AppendUInt(Id); // id of furni purchased on inventory
GetClient().GetMessageHandler().SendResponse();
}
Then search the void:
Code:
public void AddItem(UInt32 Id, UInt32 BaseItem, string ExtraData)
and replace it with:
Code:
public void AddItem(UInt32 Id, UInt32 BaseItem, string ExtraData)
{
using (TimedLock.Lock(this.InventoryItems))
{
UserItem ItemToAdd = new UserItem(Id, BaseItem, ExtraData);
InventoryItems.Add(ItemToAdd);
if (mRemovedItems.Contains(Id))
mRemovedItems.Remove(Id);
if (mAddedItems.ContainsKey(Id))
return;
mAddedItems.Add(Id, ItemToAdd);
RunDBUpdate();
UpdateItems(true, ItemToAdd.GetType().ToString(), ItemToAdd.Id);
}
}
}
This is coded in a very old R63 Uber. when you dont must edit the code, you have luck xD
Sry for my bad english i come from germany ^^
Re: Inventory R63+ New Items
@above timedlock /facepalm
Posted via Mobile Device
Re: Inventory R63+ New Items
The first time I used timedlock my whole emu crashed at more then 5 functions. After removing, everything was perfect. Edit: Guys, this can maybe not work, but I mostly released this for you because most people don't know how to get this.
Re: Inventory R63+ New Items
lolz, this fix didnt work and it sucks :D
also itachi you can do this
GetClient().GetMessageHandler().GetResponse().AppendInt32(((mItems.Type == "s")) ? 1 : 2);
:)