Skinning existing inventorySolved
Hi Norm,

Great job with the plugin! Would it be possible to add functionality to take items out of the persons belt/inventory, and reskin them according to a set? This would be super handy in case the user doesn't want to craft a new item.

Happy to send something your way if need be.

Thanks.
KS.

That could easily be done for sure, I'll probably not be able to get around to it until after the Christmas period so if you're happy enough to fire something up have at it :)

 

Cheers,

N

Looks like you beat me to it with the latest update ;) Just a quick thing, I think some of the commands might be broken with the latest update. I haven't looked into it yet but going /sets add "Test1" doesn't do anything. It accepts the command but there's no apparent action.

Merged post

Just did some digging, it seems that it's getting caught up on:
if (ReturnIngredients(wearItem.info) == null) { return; }
So it's never getting to the code to create below. This ReturnIngredients function is also blocking the /sets create command from completing. I'm a bit of a noob when it comes to items ingame, so I just thought I'd point it out as I'm not sure what a possible fix is!

Just did some tests and I can't seem to replicate an issue, ReturnIngredients fires correctly every time on the items I tested. Only thing I can think of is that one of the items you've chosen to use is the one causing the issue. 

Either that or the lang file is corrupted and you're simply not getting a message, try deleting the lang file and reloading.

Yep you were right, turns out it was the Santa hat!

Merged post

Sorry to bug you again Norn, but based on this problem it might be worth notifying the user if they're wearing an uncraftable item. It might help them understand why no message is being returned.
In response to ():
Yep you were right, turns out it was the Santa hat!

Merged post

Sorry to bug y...
Na you're right, I'll add the message asap. Thanks for the feedback,

Appreciate it.

N
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