i am trying something with item stacks and compatibilty with older clients
coe and below the max item stack is 255 in player inventory limited by clientand 1 8bit for it
for AOM the stackcount is int16 to i can have stacks of what ever i want ie 1000
now to allow both clients to work with this
i check the client version prior to sending out the packets to know whether to send an 8bit int or a 16bit int
the tricky part is when loading the items from the DB
if you have stacks of 1000 harvest items on AOM for example
when you log into COE and
stack of something over 255 such as 455 then take the excess 200 and add to the inventory and then take the 255 and put in overflow
i got that part working but
i need to chnage the unique id prior to adding the item to overflow
and i cannot figure out how to make NextUniqueID available to the Itemdb.cpp so i can use it
NextUniqueID
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Re: NextUniqueID
Sorry,not sure on this one. I don't think I ever really paid attention to the unique id's
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