//else if ((toSteal.LootType == LootType.Newbied || toSteal.CheckBlessed(root)) && !ItemFlags.GetStealable(toSteal))
//{
// m_Thief.SendLocalizedMessage(502710); // You can't steal that!
//}
insured isn't the same as blessed
I believe insured items were already stealable
else if ((toSteal.LootType == LootType.Newbied || toSteal.LootType == LootType.Blessed && !ItemFlags.GetStealable(toSteal))
{
m_Thief.SendLocalizedMessage(502710); // You can't steal that!
}
Gracias will give it a go!The issue is that toSteal.CheckBlessed(root)) also checks if it is insured not just blessed.
You can try it as
Code:else if ((toSteal.LootType == LootType.Newbied || toSteal.LootType == LootType.Blessed && !ItemFlags.GetStealable(toSteal)) { m_Thief.SendLocalizedMessage(502710); // You can't steal that! }
That would only remove the insurance out of the condition
+ Skills/Stealing.cs:
CS1026: Line 191: ) expected
oh wait no, it was extra I missed it after LootType.Blessed ^^
Thank you again. Now to bust out some math to make it so better items cost moreAs far as i can see it it should be just this one method
Scripts->Misc->Extensions.cs->class itemExtensions->GetInsuranceCost
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