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sven-n avatar sven-n commented on August 13, 2024

Found it out... the current implementation works when the price is set for an item which is already located in the store. However, when moving an item from the inventory to the store, the client does the following:

  1. Sets the price with the item slot of the item in the inventory (below InventoryConstants.FirstStoreItemSlotIndex)
  2. Moves the item from the inventory to the store

So our item price array is not big enough to hold all prices. Maybe we should also consider to add a price property to the Item itself instead of using the array - when an item moves, the price does not move yet, too.
Adding the price to the Item could also be a nice extension for the standard behavior... store prices could be persistent :) Who doesn't remember the stupid task of setting item prices after reconnecting?

from openmu.

sven-n avatar sven-n commented on August 13, 2024

Should be fixed with 5286341.

However, I think that's currently not possible to send the persistent prices of the own items of the store back to the client - I found no message type for that. So the last point of my last comment remains a dream for now ;)

from openmu.

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