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  #1  
Old 10-26-2004, 03:55 PM
Edgar1898
Senior Member
Former EQEmu Developer
Current EQ2Emu Lead Developer
 
Join Date: Dec 2002
Posts: 1,065
Default To the person that sent the Guild bug:

You also put this along with that bug:

Quote:
if you put a custom item on a merchant... the item will
have charges put on the item...whether or not the item
has charges or not in the database.. tested throughly..
now we have to put custom items in a quest format and
have the players teleported to a location with a low
level mob.. there to get item after npc is paid for it..
I'm a little confused about this, are you saying you want an item to have 0 charges so it can be turned in later on for one that has charges?
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  #2  
Old 10-26-2004, 06:27 PM
ajb20
Hill Giant
 
Join Date: Jul 2004
Posts: 106
Default

I think what was being said is this:

Same problem we are having: If you have an item that you want to have unlimited charges, you cannot have it given to a person using quest::summonitem(); or it cannot be purchased because both ways, the item will run out of charges the next time the player logs or zones. However, if the item is looted off of a body, the charges work perfectly fine. We tested it over and over also and making it part of a quest where the item has to be looted is the only fix we found for the problem.
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  #3  
Old 10-26-2004, 06:31 PM
Muuss
Dragon
 
Join Date: May 2003
Posts: 539
Default

http://www.eqemulator.net/forums/viewtopic.php?t=17847
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  #4  
Old 10-26-2004, 08:36 PM
Magoth78
Discordant
 
Join Date: Jun 2003
Posts: 345
Default

How I fixed it on my server:

Code:
UPDATE items SET  charges=-1 WHERE maxcharges=-1;
then restart the server.


Have fun,
Mag
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