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Old 28-08-20, 16:35   #361
LaraHCroft91
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Quote:
Originally Posted by LoreRaider View Post
^it was a bug of the plugin, re-download the debug version and it should be fine
Ah, I see but I found only dev build, is that what you meant? If yes, it crashes when I try to look on statistics screen. So I hope it will be fixed in next release
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Old 03-09-20, 17:43   #362
Titak
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Code:
; ---- combine Gunpowder Flask with normal arrows to form explosive arrows: one gunpowder flask + 2 normal arrows = 2 explosive arrows
TriggerGroup=   136, $2000, 48, $166, $2000, 49, $64, $2000, 48, $166, $2000, 49, $64, $2000, 49, $9 
				; adds one more explosive ammo to the inventory, so you have crafted two in total
				; decreases normal arrows with 1.
Customize= CUST_CINV_COMBO, CINV_ITEM_PUZZLE10, CINV_ITEM_CROSSBOW_AMMO1, CINV_ITEM_CROSSBOW_AMMO3, IGNORE, CINV_FALSE, CINV_FALSE, CINV_TRUE, 136, IGNORE
The triggergroup is used to reduce the amount of normal arrows with 2 and add 2 explosive arrows. It also reduces the amount of the gunpowder flasks with 1.

The thing that does not work properly is adding the 2 explosive arrows to the inventory. 20 get added each time I combine the items.

I'm using the "Dev build", if that makes a difference.
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Old 03-09-20, 17:46   #363
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Does she get 10 arrows per pickup? I suspect it adds 2 arrow pickups (i.e. 2x10 arrows) instead of 2 individual arrows to your inventory
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Old 03-09-20, 18:17   #364
Titak
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I have this for the normal and explosive ammo:
Code:
Customize=      CUST_AMMO, CROSSBOW_AMMO1_ITEM, IGNORE, IGNORE, 1, 2, IGNORE, IGNORE, IGNORE, IGNORE, IGNORE, IGNORE, IGNORE
Customize= CUST_AMMO, CROSSBOW_AMMO3_ITEM, IGNORE, IGNORE, 1, 0, IGNORE, IGNORE, IGNORE, IGNORE, IGNORE, IGNORE, IGNORE, IGNORE
So 1 is added if it would be picked up.


*** EDIT ***
I went back to my old setup using a GlobalTrigger and the same thing happens: 20 explosive arrows are added instead of just 2.
So I'm now using a workaround and remove 1 explosive arrow, 18 times.

Another thing I noticed is that the Customize= CUST_CINV_COMBO, *** only works once.
My GlobalTrigger setup does work multiple times, but it obviously does not bring up the Combine option on the Gunpowder Flask object when selecting it in the inventory.
So the player can't see what's happening when selecting the Gunpowder Flask in the Inventory.
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Last edited by Titak; 03-09-20 at 20:14.
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Old 09-09-20, 16:25   #365
JMN
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@Titak: I suggest using F700 and F701 of the ring inventory plugin to increase and decrease the item amounts.

Also I don't get the issue with the combo only working once. For me it works multiple times.
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Old 09-09-20, 16:55   #366
Titak
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^
I also could have sworn it worked properly before.

I'll go back to my initial combine items setup and I'll try F700 and F701 in the TriggerGroup.


*** EDIT ***
Code:
; ---- combine Gunpowder Flask with normal arrows to form explosive arrows
TriggerGroup=   170, $062000, 700, $20F, $062000, 701, $20D, $062000, 701, $12E 
				; adds 2 explosive ammo to the inventory, remove one Gunpowder flask, decrease normal arrows with 2.
Customize= CUST_CINV_COMBO, CINV_ITEM_PUZZLE10, CINV_ITEM_CROSSBOW_AMMO1, CINV_ITEM_CROSSBOW_AMMO3, IGNORE, CINV_TRUE, CINV_FALSE, CINV_TRUE, 170, IGNORE
Works like a charm now!!!!!
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Last edited by Titak; 09-09-20 at 17:34.
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Old 18-09-20, 16:35   #367
Reggie
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Hi, Jerrycan setup isn't working properly.

The scriptline required for it is:

Pickup= 2,Jerrycan, $0015,$0500,$4000,$f000,$0000,$4002

This seems to not work in conjunction with classic inventory. Therefore it breaks the element puzzle setup.

https://www.tombraiderforums.com/sho...an#post7425487

If someone, ideally JMN could look into this that would be great. I want this puzzle but I don't want to ditch the classic inventory.
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Old 18-09-20, 18:47   #368
JMN
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Possibly the same issue Titak had:

https://www.tombraiderforums.com/sho...ostcount=14141
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