Thread: Item stacksize
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  #10  
Old 01-23-2012, 02:34 AM
blackdragonsdg
Dragon
 
Join Date: Dec 2008
Location: Tennessee
Posts: 656
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Quote:
Originally Posted by lerxst2112 View Post
Try changing this:

Code:
struct Merchant_Sell_Struct {
/*000*/    int32 npcid;			// Merchant NPC's entity id
/*004*/    int32 playerid;		// Player's entity id
/*008*/    int32 itemslot;
           int32 unknown12;
/*016*/    int8  quantity;		// Already sold
/*017*/    int8  Unknown016[3];
/*020*/    int32 price;
};
To this:

Code:
struct Merchant_Sell_Struct {
/*000*/    int32 npcid;			// Merchant NPC's entity id
/*004*/    int32 playerid;		// Player's entity id
/*008*/    int32 itemslot;
           int32 unknown12;
/*016*/    int32 quantity;		// Already sold
/*020*/    int32 price;
};
That might actually break something, but cross your fingers and prepare to change it back.
This did not fix the problem but at the same time it didn't appear to break anything either.
Maybe this will help narrow it down further and I just tried this.....I can summon stacks of 1000 random arrows and they can be placed into my inventory with no problem. I can manipulate those stacks without any reverting issues. I tried this with three different item id's of the same arrow name and type.
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