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Fix for using recipe items located in Packs #867
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@@ -112,7 +113,8 @@ public static void UseObjectOnTarget(Player player, WorldObject source, WorldObj | |||
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if (destroySource) | |||
{ | |||
if (source.OwnerId == player.Guid.Full) | |||
// TODO - Check if the source is wielded and handle appropriately |
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A new function was recently added for this: TryRemoveItemWithNetworking
It checks if the item is currently wielded first, and if so, tries to unwield it before calling TryRemoveFromInventoryWithNetworking
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This function does not remove enchantments applied by the item. Is that intentional, or oversight? I'm going to guess oversight, since I see nothing in the functions that use it that would handle this, either.
I also see in the case of Mana Stones and Dropping Items on death, that it incorrectly tries to place the item into inventory before destroying it. If I am following correctly, this should not work if the player has no available inventory slots.
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Not removing enchantments - oversight, although this should be handled in the UnwieldItemWithNetworking function
Placing in backpack first - this is known, and was a limitation of the current TryRemoveFromInventoryWithNetworking system
Works but doesn't work. Splits fine. but when i try to move the splits items ( in this case the Gold Scarabs) from the Main pack to the secondary pack/bag/pouch were i keep the comps it pulls the gold scarabs from the secondary pack to the main pack and stacks them there. then I can move the Stack( in this case the Gold Scarabs) to the secondary pack. |
Test Recipe on Wielded Items |
Tested both scenarios in-game, looks good |
@Warloxx01 - thanks for the info! When trying to merge stacks, this is a bug with the existing inventory system. @Mag-nus will be taking a look at these inventory bugs and fixing that system up very soon! |
This addresses Issue #779
To test:
Gold Pea should be removed and Gold Scarabs placed in main backpack.