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Case opened could stay displayed in the inventory even tho you have none #2102

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QuentinGruber opened this issue Jun 20, 2024 · 5 comments
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bug Something isn't working help wanted Extra attention is needed reverse Some reverse engineering is needed
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@QuentinGruber
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@QuentinGruber QuentinGruber added the bug Something isn't working label Jun 20, 2024
@QuentinGruber QuentinGruber added this to the v0.38.0 milestone Jun 20, 2024
@QuentinGruber QuentinGruber self-assigned this Jun 20, 2024
@QuentinGruber QuentinGruber modified the milestones: v0.38.0, V0.37.0 Jun 20, 2024
@QuentinGruber QuentinGruber modified the milestones: v0.38.0, V0.37.0 Jul 1, 2024
@QuentinGruber
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ok what happens is that if i have 3 cases when opening one it update the first one so it change the count of the first case item to count 2 so i have 2 + 1 +1 ( yeah that's a memo for me ) seems like the game bundle itemdef together itself so why would we even use the count property ?

@QuentinGruber
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it's just an issue with itemIds so we have to pick if we create multiple items or single ones with counts but not a mix of these 2 solutions

@QuentinGruber QuentinGruber removed this from the V0.37.0 milestone Jul 21, 2024
@QuentinGruber QuentinGruber added help wanted Extra attention is needed reverse Some reverse engineering is needed labels Jul 21, 2024
@QuentinGruber
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boring and not much of a deal but i leave it open if someone is motivated

@QuentinGruber QuentinGruber removed their assignment Jul 21, 2024
@QuentinGruber
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Idk if you have an idea @jasonmoonen it's a packet issue it always happen when an item has x1 count and is being used

@jasonmoonen
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Idk if you have an idea @jasonmoonen it's a packet issue it always happen when an item has x1 count and is being used

Ah, I think I might know why, I'll do some tests later

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