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  #1  
Old 03-15-2014, 11:29 PM
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Uleat
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Location: North Carolina
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Default Augments Revisited...

So, I'm working on a revamp to Client::SummonItem() to account for augment restrictions and such.

I've almost got the basics down..but, I'm trying to figure out if there are more factors that need to be accounted for.


For instance:
A base item has wear slots of 1111.
The Augment has wear slots of 1001.

The augment will fit..but, does the instance now become wearable only in 1001?


I don't see (or understand yet) if this is possible or where it is being handled appropriately. (I know that the client handles most of this..but,
SummonItem() does not use the client to verify these actions.)

If this is the case, then we'll probably need Instance::classes/races/slots as well...


Anyone have any knowledge of this from live?

(Yes, I need this information for the rework...)
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  #2  
Old 03-16-2014, 01:26 AM
lerxst2112
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Default

Lets say an aug has flags for face, arms, and feet. If you try and put it in legs you get a warning on the client that says the resulting item would not be wearable by anyone.
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Old 03-16-2014, 05:37 PM
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Uleat
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Default

Roger that..and that's assuming the client initiates the action.

I'm concerned with SummonItem() (#summonitem) and it's use by script files. I would hope that anyone creating/using this function would
double-check the validity of the combo before making it live.

Currently, it is possible to create a 'Common' item with bags, arrows, armor, etc... as augments using #summonitem or scripts.

I'm just trying to see how far I need to go with the server code and Client::SummonItem() is a good start
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