I'm not sure about the feasibility of this offhand. I'll have to look into it if I have time.
I guess can mess up with the result, but just if you have time and will.
I tried to have an item that triggers damage by damage dealt/received on the target like wounding shot, but never worked. Instead I needed to have the target to calculate the self damage in order to apply the damage on it.
I really need to thank you for how many possibilities there are.
So, yes, at the end of the end of the requests queue this one.
Sounds like a bug; I'll report it to the appropriate person.
This is the topic I opened for the issue if can help the bug team.
Should be pretty easy to add. I believe you can approximate this now by setting IsQuestItem to true.
Ok, this will end with another (2) request(s) and the "unsellable" flag can be put at the very end of the request list. I didn't try the "IsQuestItem" because the documentation writes about "can't be interacted with", so I expected the item to be put in the quest tab and cannot be equipped, I was wrong.
I still have the item in a different tab and the "Quest Item" line in the item description, but isn't a real issue.
I requested this flag because I was using a condition in a regeneration item loot list for a storage vendor. The check to repopulate the list with my item was on its itemcount, but can be easily bypassed selling the item to a third person, buy, and re-buy.
Making the item "unsellable" is the faster and safer way to go. The IsQuestItem works.
It's not the only issue.
The conditional "ObjectHasItemCount" only checks the items in the stash and in the inventory.
The weapon slots aren't checked, and so the equipped item.
I added another conditional "IsItemEquipped".
This time the check is on the items you can see on the viewport.
In the case of the weapon sets, it only considers 1 weapon set, the one you can see in the in game.
What's left are the other weapon sets.
There isn't a conditional that checks if a very specific Item is in a weapon set.
There are other conditionals like:
"IsRangedWeaponInWeaponSetPrimarySlot" for primary
"IsRangedWeaponInWeaponSetSecondarySlot" for offhand
But you cannot specify which Item to check.
Having the counterpart for these conditionals, but with also a specified item id can surely help, for this use but also for others. Then, If can be also added a more generic one that checks all the weapon sets on the character...but it's a plus, can be done with 8 conditionals (4 for two handed weapon), it can help to clarity the code, so you don't need to always put 8 conditionals because you don't know how many sets the character has, but only 2, one checks the primary slot, and one the offhand.
Even with these conditionals the system can be tricked.
The check is on all "active" party members.
This means, that if you really want to cheat, you can manage your party, drop the party member with the item and buy it again.
I don't know if is possible to have instances id (for scripts and conditionals) for "non active party members", or for "all party members, active or not".
Ok that's all
Thank you again for your commitment, amazing work.
Edited by mammasaura , 15 August 2018 - 03:18 AM.