fix and restrict selling to city merchants, must be in a guild to get status and in the level range, selling will get no status
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@ -8169,6 +8169,15 @@ void Client::SellItem(int32 item_id, int16 quantity, int32 unique_id) {
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if (quantity > item->details.count)
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if (quantity > item->details.count)
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quantity = item->details.count;
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quantity = item->details.count;
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if (status_sell_price && (spawn->GetMerchantType() & MERCHANT_TYPE_CITYMERCHANT))
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{
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int32 guildMaxLevel = 5 + item->details.recommended_level; // client hard codes +5 to the level
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if (!GetPlayer()->GetGuild() || (GetPlayer()->GetGuild() && GetPlayer()->GetGuild()->GetLevel() >= guildMaxLevel)) {
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status_sell_price = 0;
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}
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}
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total_status_sell_price = status_sell_price * quantity;
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total_status_sell_price = status_sell_price * quantity;
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if (total_status_sell_price > 0 && (!(spawn->GetMerchantType() & MERCHANT_TYPE_CITYMERCHANT)))
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if (total_status_sell_price > 0 && (!(spawn->GetMerchantType() & MERCHANT_TYPE_CITYMERCHANT)))
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@ -8878,7 +8887,7 @@ void Client::SendSellMerchantList(bool sell) {
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{
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{
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packet->setArrayDataByName("status2", item->sell_status, i); //this one is the main status
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packet->setArrayDataByName("status2", item->sell_status, i); //this one is the main status
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int32 guildMaxLevel = 5 + item->details.recommended_level; // client hard codes +5 to the level
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int32 guildMaxLevel = 5 + item->details.recommended_level; // client hard codes +5 to the level
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if (GetPlayer()->GetGuild() && GetPlayer()->GetGuild()->GetLevel() >= guildMaxLevel) {
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if (!GetPlayer()->GetGuild() || (GetPlayer()->GetGuild() && GetPlayer()->GetGuild()->GetLevel() >= guildMaxLevel)) {
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dispFlags += DISPLAY_FLAG_NO_GUILD_STATUS;
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dispFlags += DISPLAY_FLAG_NO_GUILD_STATUS;
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}
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}
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