[DiscordArchive] Oh I suppose you store it in the item information itself?
[DiscordArchive] Oh I suppose you store it in the item information itself?
Archived author: Azarchius • Posted: 2023-05-25T14:39:36.482000+00:00
Original source
Oh I suppose you store it in the item information itself?
Archived author: robinsch • Posted: 2023-05-25T14:40:05.571000+00:00
Original source
I have a custom DBC that stores object components for each item.
Archived author: Azarchius • Posted: 2023-05-25T14:40:20.358000+00:00
Original source
Ahh makes sense, then no need to mess with packets
Archived author: Azarchius • Posted: 2023-05-25T14:41:02.596000+00:00
Original source
Have that headache to deal with myself, since the 3d armor I'll be equipping isn't tied to an item necessarily or anything. If I'm desperate I could find some free field to stick that into, perhaps.
Archived author: robinsch • Posted: 2023-05-25T14:41:26.897000+00:00
Original source
The client really doesn't care tbh.
Archived author: robinsch • Posted: 2023-05-25T14:42:21.641000+00:00
Original source
player item fields just call the respective mirror handler that then does a bunch of work to figure out which character components to activate and mdx to add.
Archived author: Azarchius • Posted: 2023-05-25T15:01:11.664000+00:00
Original source
Yeah. My issue will be how to solve it dynamically since it's a per player setting kinda deal.
Archived author: robinsch • Posted: 2023-05-25T15:05:22.544000+00:00
Original source
I've extended unit fields, that would fit the best I guess.
Archived author: Azarchius • Posted: 2023-05-25T15:14:19.602000+00:00
Original source
Ah, extending unit fields definitely sounds like an interesting approach.
Archived author: robinsch • Posted: 2023-05-25T15:17:41.186000+00:00
Original source
But that would limit you to some hardcoded size. Otherwise just opcodes and client side storage per guid.