Of course you must add the items in the ItemUpgradeHandler
Open game.cpp and go to function CGame::RequestPurchaseItemHandler(int iClientH, char * pItemName, int iNum)
Find
Code: Select all
if (_bAddClientItemList(iClientH, pItem, &iEraseReq) == TRUE) {
if (m_pClientList[iClientH]->m_iCurWeightLoad < 0) m_pClientList[iClientH]->m_iCurWeightLoad = 0;
Code: Select all
// AutoBind Weapon And Armour To Player Who Buy It
switch(pItem->m_sIDnum){
case xxx: // item 1
case xxx: // item2
case xxx: // item 3...
pItem->m_sTouchEffectValue1 = m_pClientList[iClientH]->m_sCharIDnum1;
pItem->m_sTouchEffectValue2 = m_pClientList[iClientH]->m_sCharIDnum2;
pItem->m_sTouchEffectValue3 = m_pClientList[iClientH]->m_sCharIDnum3;
break;
default:
break;
}