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					Originally Posted by mystic414
					
				 Sorry to post to a 2-month-old thread, but I just realized this, and thought it might be helpful for others to know: 
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					Originally Posted by cofruben
					
				 why not just use $item1,$item2,etc... |  If you use the ($item1==x) && ($item2==x) syntax like you suggest, then the player has to hand the items in to the NPC in that exact order .
 
If you use the ($itemcount{x} == 1) && ($itemcount{x} == 1) syntax, it doesn't matter what order the items are handed in.
 
Basically, using $itemcount is more player-friendly.  The only time I can think of to use $item1, etc would be if you were designing some evil quest where you wanted to penalize the player for not handing in the items in the specified order... |  Also, if you use itemcount{} you can stack items and it will recognize it. So you arent restricted to collections of 4 items.
				__________________namespace retval { template <class T> class ReturnValueGen { private: T x; public: ReturnValueGen() { x = 0; }; T& Generator() { return x; }; }; } int main() { retval::ReturnValueGen<int> retvalue; return retvalue.Generator(); }
 C++ is wonderful.
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