Ok so apparently PlayerLevel message needed the Opcode ID in order to work, so now when leveling up, player level updates correctly, sending a message of the changes stats + updating the toon level over the inventory window.
¿Maybe "ID" should be renamed to OpcodeID?
Inventory and Stash saving!!!!

The stash size is still missing, but the base 7*2 stash is already saved
Moved gold saving in inventory
Refined inventory saving

Items read all at once, faster.
Merge pull request #3 from TeoMan/master

All Inventory saving completed
Added PlayerLevel Opcode in PlayerLevel Message instead of directly using it inside the PlayerLevel Message Attributes. Thx Egris.
Note: Strength seems to be off by 1 when leveling up, every other attribute seems to properly scale.
Fixed hero primary attribute per-level scaling. Fixed max resource
values not updating on levelup.
Merge pull request #463 from mdz444/master

Player attribute fixes.
Merge pull request #462 from Wesko/master

Fixing LevelUp GameMessage.
Merge commit '3e59daf632434d2cdd70e35fccfd8bb9d800d76c'
Fixing Conversation Issues:
//Commented out the code were when an Actor had only 1 conversation available, the conversation would be triggerd instantly onTargeted, still, there are conversations that indeed should be played onTargeted and only on first interaction, but this kind of conversations ain't handled yet by Mooege.

//There is an issue with GetActorbySNO function sometimes returning the wrong SNOId of an actor, instead I used player.selectedNPC when dealing with InteractiveNPC, this way we correctly get the selected npc snoid and can form the Conversation packet with the correct values. <- This fixes some conversations were the sound was barely hearable because of wrong field values in the conversation packet.
Minor Refactoring of some code
Modified Cain implementation:
Conversations must not be hardcoded into an Actor, Actors get their conversationList loaded automatically.
Removing some hardcoded field values I was using for testing purposes.
+Handling AmbientGossip Conversations: If an AmbientGossip conversation its found within the actor conversations collection it will play onTargeted and wont display the Menu.

//Somehow we are missing Conversations in some actors, don't know if its because they aint really in the conversationList and they are triggered using some kind of script or theres something wrong while adding the conversations to the actor collection.

+Fixed the problem were you could clic on the quest giver actor and it would allow you to select the quest again, now the quest giver will become operable once you finish the quest.

It'd be nice if someone takes a look at RevealActorsToPlayer() @ Player.cs or anywhere the Actors are spawned, because having all this incorrect spawned actors with duplicates and such just bring issues along.
added buffering to MooNet connections
Merge remote-tracking branch 'upstream/master' into HEAD
Modified Conversation Type handling, using the proper Type call instead of string.
Added Logging for ConversationList loading, there are MANY conversation SNOId's that loads into Actors but actually theres no data to play them, I don't know how to properly filter this.
Modified Conversation Type handling, using the proper Type call inste…
…ad of string.

Added Logging for ConversationList loading, there are MANY conversation SNOId's that loads into Actors but actually theres no data to play them, I don't know how to properly filter this.
Merge branch 'master' of https://github.com/mooege/mooege

Solved all conflicts and Imported all savings
Merge pull request #4 from TeoMan/master

Merged master branch for easy pull...
Experience correction

Lost something in merge
Better managed LevelCap on UpdateExp
as suggested by @mdz444 I removed this implementation of resurrection