public Vendor(World world, int snoId, Dictionary<int, TagMapEntry> tags) : base(world, snoId, tags) { this.Attributes[GameAttribute.MinimapActive] = true; _vendorGrid = new InventoryGrid(this, 1, 20, (int) EquipmentSlotId.Vendor); PopulateItems(); }
public Inventory(Player owner) { this._owner = owner; this._equipment = new Equipment(owner); this._inventoryGrid = new InventoryGrid(owner, owner.Attributes[GameAttribute.Backpack_Slots]/10, 10); this._stashGrid = new InventoryGrid(owner, owner.Attributes[GameAttribute.Shared_Stash_Slots]/7, 7, (int) EquipmentSlotId.Stash); }
public Inventory(Player owner) { this._owner = owner; this.Items = new Dictionary<uint, Item>(); this._equipment = new Equipment(owner); this._inventoryGrid = new InventoryGrid(owner, owner.Attributes[GameAttribute.Backpack_Slots]/10, 10); this._stashGrid = new InventoryGrid(owner, owner.Attributes[GameAttribute.Shared_Stash_Slots] / 7, 7, (int)EquipmentSlotId.Stash); this._skillSocketRunes = new uint[6]; }