///////////////////////////////////////////////////////////////////////////////// // Move item to exchange slot (Will come when fixing exchange system). ///////////////////////////////////////////////////////////////////////////////// void ItemMoveToExhangePage(byte f_slot) { #region Move to exchange try { Systems sys = GetPlayer(Character.Network.TargetID); if (Character.Network.Exchange.ItemList.Count < 12 && sys.GetFreeSlotMax() > (byte)Character.Network.Exchange.ItemList.Count) { Global.slotItem newitem = GetItem((uint)Character.Information.CharacterID, f_slot, 0); LoadBluesid(newitem.dbID); if (newitem.Amount <= Data.ItemBase[newitem.ID].Max_Stack) { Character.Network.Exchange.ItemList.Add(newitem); client.Send(Packet.Exchange_ItemPacket(this.Character.Information.UniqueID, this.Character.Network.Exchange.ItemList, true)); sys.Send(Packet.Exchange_ItemPacket(sys.Character.Information.UniqueID, sys.Character.Network.Exchange.ItemList, true)); client.Send(Packet.Exchange_ItemSlot(4, f_slot)); sys.Send(Packet.Exchange_ItemSlot(4, f_slot)); } else { return; } } } catch (Exception ex) { Console.WriteLine("Exchange add item error: {0}", ex); } #endregion }
///////////////////////////////////////////////////////////////////////////////// // Move from exchange to inventory (Will come when fixing exchange system). ///////////////////////////////////////////////////////////////////////////////// void ItemMoveExchangeToInv(byte f_slot) { #region From exchange to inventory Global.slotItem wannadeleteitem = Character.Network.Exchange.ItemList[f_slot]; Character.Network.Exchange.ItemList.Remove(wannadeleteitem); client.Send(Packet.Exchange_ItemPacket(this.Character.Information.UniqueID, this.Character.Network.Exchange.ItemList, true)); client.Send(Packet.Exchange_ItemSlot(5, f_slot)); #endregion }