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m2workshop

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  1. Drop Info Window — Free Release See what you just picked up, items and Yang, in a clean floating panel. No new packets. Hey everyone, Another free release: the Drop Info Window. Every pickup — a new item, more Yang, or a bigger stack of something you already had — lands as one line in a small floating panel, instead of spamming your chat. Like my Garbage Bin release, the design goal was no new packets. It's driven entirely by the item/gold packets your server already sends — the client just forwards them to this window too. No new packet type, no server restart needed. Full source and tutorial included (client and server), free to use. The nice details - Repeat pickups merge into their existing row instead of stacking duplicate lines - A stack increase shows the amount you gained, not the new total — picking up 40 arrows into a stack of 200 reads as "+40", not "240" - Entries clear automatically a set time after they stop updating Features - Four display modes — window, chat line, both, or hidden — switched from Game Options - Sort order: arrival order, Yang first, alphabetical, or by item - Movable panel with a scrollbar once entries overflow the visible rows - Panel position, display mode, and sort order saved per character Compatibility - Tested under the Martysama base. - Client + server sources included. Reuses existing point-change and item packets, no new packet types, no DB tables. - Client source only needed if you use Cython. Download: [Hidden Content] VirusTotal: [Hidden Content] Credits: my own work, free to use on your server. Please do not redistribute it as your own. A credit back to M2Workshop is appreciated but not required. Feedback, bug reports and questions welcome in this thread.
  2. Garbage Bin — Free Release Bulk-delete junk items from a staging window, built on the existing destroy packet, with no custom packets. Hey everyone, Releasing one of my systems for free: the Garbage Bin. Players stage junk items in a 6x6 window and delete the whole batch with one confirmation, instead of destroying them one by one. The design goal was to add no new packets. Most trash-system tutorials add a custom HEADER_CG_TRASH / HEADER_GC_TRASH pair. This one instead reuses the item-destroy packet the client already sends (HEADER_CG_ITEM_DESTROY) — the UI just queues items and fires one ordinary destroy per queued item on confirm. Cleaner to install, and nothing new for the netcode to desync on. Full source and tutorial included (client and server), free to use. How it works - Dragging an item into the bin records only a reference (slot, vnum, count). The item never moves or changes state until you confirm. - Confirm replays the ordinary ITEM_DESTROY request once per queued item, the exact path your server already handles for a single-item delete. - No custom packet types. Server-side it is the existing DestroyItem flow plus the normal game-to-db deletion path. Features - Drag-and-drop into a 6x6 grid, or Ctrl+click an inventory item to add it instantly - Ctrl+click yields to other open windows first (chest, trade window, shop), so it never steals a shortcut you were already using - Nothing is moved or destroyed until you confirm, items stay exactly where they are in your real inventory - Queued items are visually blocked in the inventory so you cannot double-add them - Manually placed grid positions are preserved on refresh - Server rejects invalid, locked, trading, bound, quest-running, dead, or observer-mode action Compatibility - Tested under the Martysama base. - Reuses the existing item-destroy packet, no new packet types to register. - Client source only needed if you use Cython. Download [Hidden Content] VirusTotal [Hidden Content] Credits: my own work, free to use on your server. Please do not redistribute it as your own. A credit back to M2Workshop is appreciated but not required. Feedback, bug reports and questions welcome in this thread.
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