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Custom Identified Flag Serialize

Kons.snoK

Sorceror
Custom Identified Flag Serialize

I thought that identified system was fully working and then i removed just check on version in Deserialize of (BaseArmor-BaseWeapon)
Code:
			#region KR Italia - Requiem
			if (GetSaveFlag(flags, SaveFlag.Identified))
				m_Identified = (reader.ReadBool());
			#endregion

At restart server didn't load well items, so i thought this can be usefull for any custom shard using identifying system.

Simply add inBaseArmor.cs
Code:
			if ( GetSaveFlag( flags, SaveFlag.EnergyBonus ) )
				writer.WriteEncodedInt( (int) m_EnergyBonus );

			[COLOR="Red"]if (GetSaveFlag(flags, SaveFlag.Identified))
				writer.Write((bool)m_Identified);[/COLOR]

			if ( GetSaveFlag( flags, SaveFlag.MaxHitPoints ) )
				writer.WriteEncodedInt( (int) m_MaxHitPoints );
and same thing in BaseWeapon.cs

This is stupid fix but needed!
 

Jeff

Lord
You should make it work like it did in the old days ;) Identified worked on a per player basis ;)
 

Kons.snoK

Sorceror
Jeff;831671 said:
You should make it work like it did in the old days ;) Identified worked on a per player basis ;)

sorry i didn't understood the "per player basis", my bad :)
So it's not bugged? I just didn't found any serialize method for Identified prop, and added it :p
 
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