Quote:
Originally Posted by lerxst2112
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. 
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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.