First of all, the confusion between condition and actions are because of the fact you can define and initialize a variable within the RPG Mod definition setup file (rpg_setup.fpi - which is totally separate from the conditions and action commands that are used in-game.
Snippet shows a partial listing of the setup file that includes creating and initializing variables.
;RPG Setup Script
;Header
desc = RPG Setup
;Triggers
:rpg_initsetup:rpg_uselastweaponheld,rpg_blobshadow=0,rpg_showblood=0,rpg_usethisblood=cartoon_blood,rpg_playerfootfall=0,rpg_muteplayerjumpsound,rpg_disableambientkeys
;define Variables
:rpg_createvar=varsellist-varitemnum:none
:rpg_initvar=varsellist 1-varitemnum 2:none
;define categories
:rpg_create_catmaxnumber:rpg_catmaxnumber=0
:rpg_start_catlist:rpg_usebackgroundcathud=0,rpg_usecatnumbers=0
:rpg_end_catlist:none
;
;define inventory
;none added
;
;
;generic selection
;none added
;End of Script
This will add two variables.
1. varsellist
2. varitemnum
They are called conditions because they need to be consistent in someway with how a script works. A script requires both a condition and an action on one line. The action is "none".
Now each variable is assigned a value in the following line:
:rpg_initvar=varsellist 1-varitemnum 2:none
Variable
varsellist is set to a value of "1" and variable
varitemnum is set to a value of "2".
These variables and values are set at the very beginning of loading the level.
Questions? Let me know one way or the other and I will then continue.
BTW, I have no idea what varsellist is a variable for so don't ask.
Also, don't ask why I set it up this way. It could probably be better but there is no way I'm going to change it now. :LOL: