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  #1  
Old 02-24-2013, 04:31 PM
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Hill Giant
 
Join Date: Apr 2010
Location: USA
Posts: 133
Default Quest and SOF Client Question

I figured windows support would be best place for this.

When I boot my server, quests with click links in them look like this

Code:
[Sun Feb 24 12:23:08 2013] You say, 'Hail, Ragged Jep'
[Sun Feb 24 12:23:08 2013] Ragged Jep whispers, 'Hello, Kepik! I'm Jep, just a poor fisherman. I really thought I was going to be rich! I thought I caught 00000Ol' Chomper! Nope, thats not my luck today.
							What were you doing floating out there anyway? Well, I'm the hero of the day. Hey, since you're already wet, how about giving me some 00000help?'
They have lots of zeros in front of them. As soon as I do #reloadworld, it fixes it. Any suggestions to fix this permanently?

Also, I edited the start_items table for custom items.

I read from the wiki that SoF and Titanium inventory slots are differently numbered. For example the Top Left inventory slot is 22 in Titanium and 23 in SoF.

I created a bag and put it in slot 23. I'm using UF client. The bag appeared in the second from top left slot. Which would be slot 23 in Titanium client. I also had items spawn in the bag, which correspond to Titanium numbers as well.

Are the SoF slot numbers for SoF Client only or anything SoF and above?

Thanks in advance!
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  #2  
Old 02-24-2013, 06:56 PM
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c0ncrete
Dragon
 
Join Date: Dec 2009
Posts: 719
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SoF to RoF. more changes are imminent.
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say(rand 99>49?'try '.('0x'.join '',map{unpack 'H*',chr rand 256}1..2):'incoherent nonsense')while our $Noport=1;
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  #3  
Old 02-24-2013, 09:35 PM
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Hill Giant
 
Join Date: Apr 2010
Location: USA
Posts: 133
Default

That does not explain why I get results of a titanium client on UF client, etc.
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  #4  
Old 02-24-2013, 09:38 PM
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Hill Giant
 
Join Date: Apr 2010
Location: USA
Posts: 133
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Titanium:
Quote:
Inventory Slots
NOTE: Numbering for personal inventory goes top to bottom, then left to right
It's the opposite for inside bags: left to right, then top to bottom
Example:
inventory: containers:
1 5 1 2
2 6 3 4
3 7 5 6
4 8 7 8
9 10


Personal Inventory
Personal inventory slots 22 through 29.
Bags in personal inventory are:
22: 251->260
23: 261->270
24: 271->280
25: 281->290
26: 291->300
27: 301->310
28: 311->320
29: 321->330
SoF:

Quote:
Inventory Slots
NOTE: Numbering for personal inventory goes top to bottom, then left to right
It's the opposite for inside bags: left to right, then top to bottom
Example:
inventory: containers:
1 5 1 2
2 6 3 4
3 7 5 6
4 8 7 8
9 10


Personal Inventory
Personal inventory slots 23 through 30.
Bags in personal inventory are:
23: 262->271
24: 272->281
25: 282->291
26: 292->301
27: 302->311
28: 312->321
29: 322->331
30: 332->341
Thus, an item spawning in slot 23, 262, and 263 should yield the bag in 23, and two items in the bag in the top left corner. I ended up with the bag in the second from top left slot, and items in the bag. Indicating it was calculated via titanium rules.
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  #5  
Old 02-24-2013, 09:44 PM
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Hill Giant
 
Join Date: Apr 2010
Location: USA
Posts: 133
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Also, any idea's on the 00000 problem in quest text?
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  #6  
Old 02-24-2013, 10:02 PM
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Uleat
Developer
 
Join Date: Apr 2012
Location: North Carolina
Posts: 2,815
Default

Currently, the Emu uses a Titanium-based slot assignment with some workarounds for newer, pre-RoF slots.

There is client-specific code that translates incoming and out-going slots to their appropriate values.

Looking at the code translators in ..\Server\common\patches\<client>.cpp will give you an idea of what the client's actual slot values are, but, you
still need to use the Emu values when coding for quests and such.


Edit: All of this will be moot once the new inventory system is implemented (don't ask...) The new system will likely use a structure-based schema
rather than the current single-value map system.
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  #7  
Old 02-25-2013, 11:47 AM
wolfwalkereci
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Join Date: Dec 2005
Posts: 435
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Dear Uleat plz gimmi new slot system now kk thx.
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