Premium MrLibya 552 Posted July 10, 2016 Premium Share Posted July 10, 2016 hallo all so If I want add new slot for new item type in inventory window it will be like that: type : ITEM_NEW , WEAR_NEW const DWORD c_Equipment_New = c_New_Equipment_Start + 3; {"index":item.EQUIPMENT_NEW, "x":39, "y":106, "width":32, "height":32}, the question is how this slot will define this type ? I check other slots like belt ..etc and there is no other define for it If you're going to do something, then do it right. Link to comment Share on other sites More sharing options...
Jodie 4 Posted July 10, 2016 Share Posted July 10, 2016 Actually, you're answering of your question. c_Equipment_New is showing which slot will be okay for it. int CItem::FindEquipCell(LPCHARACTER ch, int iCandidateCell) Game is calling this function to find which wear type is okay for that by Type. - Jodie Link to comment Share on other sites More sharing options...
Premium MrLibya 552 Posted July 11, 2016 Author Premium Share Posted July 11, 2016 ok I take a look for the function else if (GetType() == ITEM_NEW) return WEAR_NEW I still can't see how that make connect between the slot and that's wear type If you're going to do something, then do it right. Link to comment Share on other sites More sharing options...
Active Member Valki 521 Posted May 1, 2022 Active Member Share Posted May 1, 2022 did you find a solution? Link to comment Share on other sites More sharing options...
Active Member Valki 521 Posted May 4, 2022 Active Member Share Posted May 4, 2022 So, I guess I found it. It's just like the packets, you need matching number on server and on clientside for WEAR_NEW and ITEM_NEW (may called ITEM_TYPE_NEW in your client). Link to comment Share on other sites More sharing options...
Recommended Posts
Please sign in to comment
You will be able to leave a comment after signing in
Sign In Now