Quote:
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:
Quote:
Originally Posted by cofruben
why not just use $item1,$item2,etc...
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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...
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Also, if you use itemcount{} you can stack items and it will recognize it. So you arent restricted to collections of 4 items.
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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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