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Item Variables & Merchants = no var

 
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weldieran



Joined: 05 Aug 2005
Posts: 71

PostPosted: Sat Dec 03, 2005 5:22    Post subject: Item Variables & Merchants = no var Reply with quote

I searched around a bit for this, but couldn't find anything.

- Put variable on an item in the palette
- Place this item in a merchant
- Buy that item
- ooops! variable is nowhere to be found!

I've known of this issue for awhile, and just been scripting around it, but thought perhaps I'd ask here to see what yall have to say about it.

I figure its cuz bioware uses CopyObject to get the item out of the store? Instead of what they should be using CopyItem - or even CreateItemOnObject for that matter.
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shadguy



Joined: 03 Jan 2005
Posts: 6
Location: Raleigh, NC

PostPosted: Mon Dec 05, 2005 17:34    Post subject: Reply with quote

Report it to nwbugs@bioware.com. If we can get a fix from them, it will save a lot of headaches for a number of store related projects.

-d.
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Dreu Noctem
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Primogenitor



Joined: 08 Jan 2005
Posts: 88

PostPosted: Thu Dec 08, 2005 12:00    Post subject: Reply with quote

Cant this be fixed by checking if an item was aquired from a store, and if so destroy it and replace it with a fresh version? That only works as long as items are the same as their blueprint though.
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odenien



Joined: 26 Sep 2005
Posts: 37

PostPosted: Sat Dec 10, 2005 15:13    Post subject: Reply with quote

This all should work, since we are using variables on items to prevent illegal transfers.
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