09-24-2012, 07:38 AM
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09-24-2012, 05:50 PM
Well, if you think it's a good idea (money variable in source code) - go ahead
I got the point about complexicity, so I'm not against one var.

09-24-2012, 08:46 PM
Uhmz, i guess i was then thinking about a mc-classic server i once was playing with.
Sorry for the confusion :/.
Sorry for the confusion :/.
11-08-2012, 08:30 AM
Hi there.
I'm curious on how MCS handle player's inventory slot numeration? Is it similar to vanilla slot numbers:
http://media-mcw.cursecdn.com/b/b2/Items...number.png
or is it different? MCS source shows that it's different (0 to 44), but I can't came up with clear understanding on that. Help?
I'm curious on how MCS handle player's inventory slot numeration? Is it similar to vanilla slot numbers:
http://media-mcw.cursecdn.com/b/b2/Items...number.png
or is it different? MCS source shows that it's different (0 to 44), but I can't came up with clear understanding on that. Help?
11-08-2012, 07:09 PM
The slots should be numbered the same as in the inventory window that is used by the server protocol:
0 - crafting result
1 .. 4 - crafting grid
5 .. 8 - armor
9 .. 35 - inner inventory
36 .. 44 - hotbar
http://wiki.vg/Inventory#Inventory
Naturally, setting slots 0 through 4 in the inventory doesn't do anything, they're there for historical reasons only - the early code copied the inventory 1:1 into the window packet.
0 - crafting result
1 .. 4 - crafting grid
5 .. 8 - armor
9 .. 35 - inner inventory
36 .. 44 - hotbar
http://wiki.vg/Inventory#Inventory
Naturally, setting slots 0 through 4 in the inventory doesn't do anything, they're there for historical reasons only - the early code copied the inventory 1:1 into the window packet.
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