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Old 12-17-2004, 07:51 AM
Cisyouc
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Join Date: Jun 2004
Location: Heaven.
Posts: 1,260
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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...
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.
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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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