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Old 08-25-2004, 10:04 PM   #1
BryanSNK
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I've been trying this for a little bit and not getting it to work so i was wondering if you are able to create your own item to be collected to get another item.
For example- i'm trying to make it so if you collect around 10-15 of this item, a keychain will appear...but so far it hasn't been working
thanks for any help
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Old 08-25-2004, 10:19 PM   #2
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i can get it to work if i set the item to work as if you are picking up a coin, then setting it as collecting a certain amount of coins...but i was wondering if there's any other way to do it
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Old 08-26-2004, 04:57 AM   #3
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That's a pretty cool technique, I don't think there's a better way
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Old 08-26-2004, 06:04 AM   #4
Dave Hettel
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there's a ton easier way.

just add this special, and set it to one time use.
if bou has 15 of item "whatever item you want", then change single item at certain place to keychain.

just make sure the special item has properties similar to a pickup item.
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Old 08-26-2004, 07:11 AM   #5
BryanSNK
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"just add this special, and set it to one time use.
if bou has 15 of item "whatever item you want", then change single item at certain place to keychain.

just make sure the special item has properties similar to a pickup item."


i tried that, it only works if i set the effect of the item to give coins. i wanted it to explode into particles when you get it...but then when you collect a certain number of them the keychain doesn't appear
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Old 08-26-2004, 07:14 AM   #6
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Make sure you item has the "can be picked up" property and the get trigger. Don't get the get trigger mixed up with player bump.
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Old 08-26-2004, 07:27 AM   #7
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First of All, check if your item has all the appropriate triggers, properties, and effects. For instance, you make a coin that is worth 5 coins.

Then put 2 or 3 in your level. The special should say that when you have 10 or more and 15 or less coins a keychain will appear somewhere.

I just tried this in the editor and it worked. Make sure the special is ten coins, not two 5-Coins!
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Old 08-26-2004, 07:44 AM   #8
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i got it to work, just not the way i was thinking...but i like it better this way anyways thanks
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Old 08-26-2004, 07:58 AM   #9
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You can have the item's effect be "Increment Variable", using say V0. Then have your special check if V0 = 15, then put the keychain out! You can't use a "Have Item" trigger for any item that isn't normally collected (like brains, candles, keychains, etc), so no custom items at all.
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Old 08-26-2004, 05:02 PM   #10
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Yeah, that.
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