Fixed currencies (bugfix: they weren't being updated due to an empty stub on consumables);
Logging changed on MonsterBrain.cs
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@ -454,7 +454,7 @@ namespace DiIiS_NA.GameServer.GSSystem.AISystem.Brains
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{
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if (PresetPowers.ContainsKey(powerSNO))
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{
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Logger.Warn($"Monster $[red]$\"{Body.Name}\"$[/]$ already has power {powerSNO}.");
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Logger.Trace($"Monster $[red]$\"{Body.Name}\"$[/]$ already has power {powerSNO}.");
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// Logger.Debug("AddPresetPower(): power sno {0} already defined for monster \"{1}\"",
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//powerSNO, this.Body.ActorSNO.Name);
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return;
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@ -894,7 +894,7 @@ namespace DiIiS_NA.GameServer.GSSystem.ItemsSystem
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var Craft7Data = D3.Items.CurrencyData.CreateBuilder().SetId(20)
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.SetCount(playerAcc.BigPortalKey).Build(); // KeyStone Greater Rift.
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object[] consumables =
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D3.Items.CurrencyData[] consumables =
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{
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GoldData, BloodShardData, PlatinumData, Craft1Data, Craft2Data, Craft3Data, Craft4Data, Craft5Data,
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Craft7Data, Horadric1Data, Horadric2Data, Horadric3Data, Horadric4Data, Horadric5Data, Craft8Data,
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@ -1039,7 +1039,7 @@ namespace DiIiS_NA.GameServer.GSSystem.ItemsSystem
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var craft7Data = D3.Items.CurrencyData.CreateBuilder().SetId(20)
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.SetCount(playerAcc.BigPortalKey).Build(); // KeyStone Greater Rift.
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object[] consumables =
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D3.Items.CurrencyData[] consumables =
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{
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goldData, bloodShardData, platinumData, craft1Data, craft2Data, craft3Data, craft4Data, craft5Data,
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craft7Data, horadric1Data, horadric2Data, horadric3Data, horadric4Data, horadric5Data, craft8Data,
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@ -1193,7 +1193,7 @@ namespace DiIiS_NA.GameServer.GSSystem.ItemsSystem
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craft4Data = D3.Items.CurrencyData.CreateBuilder().SetId(6).SetCount(playerAcc.CraftItem4).Build();
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object[] horadricBoxes = { horadric1Data, horadric2Data, horadric3Data, horadric4Data, horadric5Data };
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D3.Items.CurrencyData[] horadricBoxes = { horadric1Data, horadric2Data, horadric3Data, horadric4Data, horadric5Data };
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foreach (var horadricBoxe in horadricBoxes) moneys.AddCurrency(horadricBoxe);
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player.InGameClient.SendMessage(
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@ -2251,11 +2251,19 @@ namespace DiIiS_NA.GameServer.GSSystem.PlayerSystem
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public int GetGoldAmount()
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{
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if (_inventoryGold != null)
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{
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Logger.Warn($"InventoryGold is $[bold red]$NOT$[/]$ null: {_inventoryGold.Attributes[GameAttribute.Gold]}");
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return _inventoryGold.Attributes[GameAttribute.Gold];
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}
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else
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{
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Logger.Warn($"InventoryGold is $[bold red]$NULL$[/]$");
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return -1;
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}
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}
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public void AddBloodShardsAmount(int amount, bool immediately = true)
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{
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@ -2306,9 +2314,9 @@ namespace DiIiS_NA.GameServer.GSSystem.PlayerSystem
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D3.Items.CurrencyData Craft7Data = D3.Items.CurrencyData.CreateBuilder().SetId(20).SetCount(playerAcc.BigPortalKey).Build(); // KeyStone Greater Rift.
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object[] consumables = {GoldData, BloodShardData, PlatinumData, Craft1Data, Craft2Data, Craft3Data, Craft4Data, Craft5Data, Craft7Data, Horadric1Data, Horadric2Data, Horadric3Data, Horadric4Data, Horadric5Data, Craft8Data, Craft9Data, Craft10Data, Craft11Data};
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D3.Items.CurrencyData[] consumables = {GoldData, BloodShardData, PlatinumData, Craft1Data, Craft2Data, Craft3Data, Craft4Data, Craft5Data, Craft7Data, Horadric1Data, Horadric2Data, Horadric3Data, Horadric4Data, Horadric5Data, Craft8Data, Craft9Data, Craft10Data, Craft11Data};
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foreach (object consumable in consumables)
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foreach (var consumable in consumables)
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{
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Moneys.AddCurrency(consumable);
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}
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@ -2340,6 +2348,7 @@ namespace DiIiS_NA.GameServer.GSSystem.PlayerSystem
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Item item = null;
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int goldAmount = (int)_owner.World.Game.GameDBSession.SessionGet<DBGameAccount>(_owner.Toon.GameAccount.PersistentID).Gold;
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Logger.Warn($"User {this._owner.Toon.PersistentID} has {goldAmount} gold.");
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this.BloodShards = (int)_owner.World.Game.GameDBSession.SessionGet<DBGameAccount>(_owner.Toon.GameAccount.PersistentID).BloodShards;
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// Clear already present items
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// LoadFromDB is called every time World is changed, even entering a dungeon
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@ -2402,9 +2411,12 @@ namespace DiIiS_NA.GameServer.GSSystem.PlayerSystem
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//}).ContinueWith((a) =>{
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_inventoryGold = ItemGenerator.CreateGold(_owner, goldAmount);
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_inventoryGold.Attributes[GameAttribute.Gold] = goldAmount;
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Logger.Warn($"User {this._owner.Toon.PersistentID} - inventory gold has {_inventoryGold.Attributes[GameAttribute.Gold]} gold.");
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_inventoryGold.Attributes[GameAttribute.ItemStackQuantityLo] = goldAmount; // This is the attribute that makes the gold visible in gamethe gold visible in game
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_inventoryGold.Owner = _owner;
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_inventoryGold.SetInventoryLocation((int)EquipmentSlotId.Gold, 0, 0);
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_inventoryGold.Attributes.SendChangedMessage(_owner.InGameClient);
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//this.inventoryPotion = ItemGenerator.CreateItem(this._owner, ItemGenerator.GetItemDefinition(DiIiS_NA.Core.Helpers.Hash.StringHashHelper.HashItemName("HealthPotionBottomless")));
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//this.inventoryPotion.Owner = _owner;
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@ -6579,9 +6579,7 @@ namespace D3.Items {
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return this;
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}
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public void AddCurrency(object consumable)
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{
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}
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}
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static CurrencySavedData() {
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object.ReferenceEquals(global::D3.Items.Items.Descriptor, null);
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