#CW-Crafting bugs

1 messages · Page 1 of 1 (latest)

woven jay
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Hello,
I'm having struggle when I'll do the crafting, because when a put to crafting zero itens, the script will delivery an crafted item, and don't remove the necessary itens of the recipe in my inventory. How can I fix it?

lofty plume
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Fixing it

woven jay
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That's great! Thank you.

woven jay
# lofty plume Fixing it

I notice that if someone tries to open the inventory (ox inventory) when doing the crafting, the items necessaries for crafting can be descarted, but the crafted item still goes to the inventory. Means the player can crafting over and over again, without cost.

lofty plume
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You can disable opening inventories when progressbar is open

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LocalPlayer.state:set("inv_busy", true, true) -- Busy
LocalPlayer.state:set("inv_busy", false, true) -- Not Busy

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I'd say this is an exploit fix for MANY scripts, so probably a good idea to do it anyway. Just add these in you script for the progressbar you use, when it starts and finishes

lofty plume
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*(but I can also add a check for this) *

lofty plume
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Fixed. BUT, for example, if someone makes a lockpick using plastic and metalscrap (while dropping the metalscrap) it might still take the plastic, before quitting out, if that's first in the order kek
I guess that's a nice lil fuck-you to exploiters

woven jay
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Nice man, thank you so much.
Is there any possibility that the script verify what is needed for craft an item, before delivery it? This way, if a player doesn't have the recipe items, they won't be able to cheat, you know.

lofty plume
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It does already. In the UI and after pressing craft.
But it didn't in the take-and-give part

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so now if a player tries to cheese it, it will most likely steal items from them and give them nothing