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Old 03-24-2015, 11:21 PM
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Uleat
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If you ensure that nothing is on the cursor before 'summoning' a filled bag, you can probably get away with it.

It would limit the event to one bag with contents, which must go onto the cursor first, and then any 'loose' items afterwards.

You could always put in safety code to check that your bag ID is on the visible cursor, and empty, and then pile in the items
that you want in it.

If it's not visible, or empty, you could then just push the items to the cursor normally.


This is very doable..but, poses a risk of item loss if you're not 100% in-tune with what's going on behind the scenes.


EDIT: I reference the cursor explicitly because if room is not found in the 'regular' inventory, the returned available slot is always
SlotCursor.
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Old 03-26-2015, 09:39 AM
Bandor
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Would it just be safer to give multiple 'loose' items? And if so what would be considered the safe number? Figure im going to just let players purchase the items from the npc and have the npc just give 1 or 2 items. But am curious for future reference.

would the code for multiple rewards be structured like this:
Code:
quest::summonitem();
quest::summonitem();
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