Hey Shadowvzs, this was always been one of my problem about your FSI system but didn't brought it you yet since it wasn't much of a big deal but since I'm finally working on quests for my map(just a map that I'm making for me), how do I give item for players like rewards for quest? Simply giving the item to the player doesn't register the item to your system which makes it unusable.
Also I have a suggestion of having an option to give different level of items different attachments. Something like this when registering the item: Lets use this as an example call RegisterItem('ckng', 'B00H', "Helm1.mdx", 11, 101, "Helmet", 0)
It becomes like this when we want this specific item to have different attachment per level
call RegisterItem('ckng', 'B00H', "", 11, 101, "Helmet", 0) //if we want the item to have different attachments per level we leave the attachment part blank.
call RegisterAttachment ('ckng', "Helm1.mdx", 1)//1 is the level where we give this attachment
call RegisterAttachment ('ckng', "Helm2.mdx", 5)//You notice that I skip level 2, 3 and 4? If player skips a level then the attachment from the previous level will be use on the skipped levels. For this example level 2, 3 and 4 uses the attachment registered on level 1
If you think the above suggestion is doable maybe also consider making different level have their own name.
Like this:
call RegisterItem('ckng', 'B00H', "", 11, 101, "Helmet", 0)
call RegisterAttachment ('ckng', "Helm1.mdx", "Helm of Warrior", 1)
call RegisterAttachment ('ckng', "Helm2.mdx", "Helm of Adventurer", 5)
Same thing with the first suggestion. If you skipped a level the name of the previous level will carry-on to the skipped level.
Also, I'm still waiting for the ability to load inventory items since it is really the most important thing for me since mine is a roleplaying map. :C
You can also duplicate items if you pick them up a couple of times very quickly.
Anyway, happy holiday
