TheZipCreator
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- Joined
- Jan 11, 2021
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Ok so this post is a bit of a rant but it's midnight rn and I just want to get some anger out.
So, I decided to go back to Diamondfire because I was bored and I haven't played for a while. That was a mistake. I decided to try to code a new plot because I had nothing else to do, and I get to the point where I need to make an inventory menu. I've done it before so it should be that hard, right? That's where you're wrong. Making the menu is the same, but when I go to adding actual things from clicking an item, that's where the trouble begins. Because apparently they removed "if item" for some -snip- reason. So now there's a billion different if players under "item" now. Great. So originally I had it as "if menu item", which seems like it'd be the item you clicked, but nope, it's if a specific item appears in the menu. So I go to "if cursor item", which seems like it'd be the one, but nope it's not that one either. That's whichever -snip- item is on the player's cursor, not the item they've clicked. And there's no other if players that look like they'd do anything near to what I want. From what I can gather, you have to use -snip- if variable and a game value that corresponds to the item clicked, and then test if that equals what item you want. That is extremely -snip- unintiutive. Why did they not just keep "if item"? What problem was it causing? Or maybe just add "If Clicked Menu Item equals"? Like seriously why? It doesn't even apply to just that. Apparently everything has to have it's own "if player" now. They splintered a bunch of things and now you need to spend 10x as much time looking for stuff. I like categories but I feel the df devs (or just Jere I guess? does anybody else even work on the Hypercube plugin?) were like "yeah we got categories but they're too empty so we're going to add 239048248394 new if conditions". Like I just don't get the logic here. I guess you could argue it's for "consistency" but even then "if item" was perfectly fine. Sure it did different things depending on context but it was generally consistent. It referred to the main item used in the player event.
</rant>
So, I decided to go back to Diamondfire because I was bored and I haven't played for a while. That was a mistake. I decided to try to code a new plot because I had nothing else to do, and I get to the point where I need to make an inventory menu. I've done it before so it should be that hard, right? That's where you're wrong. Making the menu is the same, but when I go to adding actual things from clicking an item, that's where the trouble begins. Because apparently they removed "if item" for some -snip- reason. So now there's a billion different if players under "item" now. Great. So originally I had it as "if menu item", which seems like it'd be the item you clicked, but nope, it's if a specific item appears in the menu. So I go to "if cursor item", which seems like it'd be the one, but nope it's not that one either. That's whichever -snip- item is on the player's cursor, not the item they've clicked. And there's no other if players that look like they'd do anything near to what I want. From what I can gather, you have to use -snip- if variable and a game value that corresponds to the item clicked, and then test if that equals what item you want. That is extremely -snip- unintiutive. Why did they not just keep "if item"? What problem was it causing? Or maybe just add "If Clicked Menu Item equals"? Like seriously why? It doesn't even apply to just that. Apparently everything has to have it's own "if player" now. They splintered a bunch of things and now you need to spend 10x as much time looking for stuff. I like categories but I feel the df devs (or just Jere I guess? does anybody else even work on the Hypercube plugin?) were like "yeah we got categories but they're too empty so we're going to add 239048248394 new if conditions". Like I just don't get the logic here. I guess you could argue it's for "consistency" but even then "if item" was perfectly fine. Sure it did different things depending on context but it was generally consistent. It referred to the main item used in the player event.
</rant>