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        <title>Komuroto's site</title>
        <link>http://www.byond.com/members/Komuroto</link>
        <description></description>
        <lastBuildDate>Sat, 25 May 2013 19:20:38 +0000</lastBuildDate>
        <language>en-us</language>
    
                <item>
            <title>Math Question</title>
            <link>http://www.byond.com/members/Komuroto?command=view_post&amp;post=1107595</link>
            <guid>http://www.byond.com/members/Komuroto?command=view_post&amp;post=1107595</guid>
            <pubDate>Tue, 01 Jan 2013 17:36:26 +0000</pubDate>
            
            <comments>http://www.byond.com/members/Komuroto?command=view_comments&amp;post=1107595#comments</comments>
            
            <description>Say I want my a certain number to increase by 10% everytime an event occurs...&lt;br&gt;
&lt;br&gt;
in normal math, I'd write Ax.10&lt;br&gt;
&lt;br&gt;
How do i do this in byond without getting the:&lt;br&gt;
&lt;br&gt;
&lt;div class=&quot;dmcode&quot;&gt;
&lt;table width=&quot;100%&quot; border=&quot;0&quot;&gt;
&lt;tr&gt;
&lt;td&gt;
&lt;pre class=&quot;dmcode&quot;&gt;
&lt;span class=&quot;dmkeyword&quot;&gt;proc&lt;/span&gt;.dm:21:error: .10: undefined type path 
&lt;/pre&gt;&lt;/td&gt;
&lt;/tr&gt;
&lt;/table&gt;
&lt;/div&gt;
&lt;br&gt;
&lt;br&gt;
error?&lt;br&gt;
&lt;br&gt;
I assume it would be something like this but i'm not on my home computer&lt;br&gt;
&lt;br&gt;
&lt;div class=&quot;dmcode&quot;&gt;
&lt;table width=&quot;100%&quot; border=&quot;0&quot;&gt;
&lt;tr&gt;
&lt;td&gt;
&lt;pre class=&quot;dmcode&quot;&gt;
APCheck()&lt;br&gt;        &lt;span class=&quot;dmkeyword&quot;&gt;while&lt;/span&gt;(src.EXP_POOL&amp;gt;=src.EXP_M_POOL)&lt;br&gt;            &lt;span class=&quot;dmkeyword&quot;&gt;var&lt;/span&gt;/remainder =  EXP_POOL - EXP_M_POOL&lt;br&gt;            src.EXP_POOL=0 + remainder&lt;br&gt;            src.EXP_M_POOL+=round(src.EXP_M_POOL/10)&lt;br&gt;            src.AP+=1&lt;br&gt;            src&amp;lt;&amp;lt;&lt;span class=&quot;dmstring&quot;&gt;&amp;quot;You have gained an Ability Point&amp;quot;&lt;/span&gt;&lt;br&gt;            src &amp;lt;&amp;lt; &lt;span class=&quot;dmstring&quot;&gt;&amp;quot;You now have &lt;/span&gt;&lt;span class=&quot;dmbrace&quot;&gt;[src.AP]&lt;/span&gt;&lt;span class=&quot;dmstring&quot;&gt; APs&amp;quot;&lt;/span&gt;
&lt;/pre&gt;&lt;/td&gt;
&lt;/tr&gt;
&lt;/table&gt;
&lt;/div&gt;
&lt;br&gt;
&lt;br&gt;
Thoughts?</description>
        </item>
                <item>
            <title>Seeking Help B4 I Ruin Another Project</title>
            <link>http://www.byond.com/members/Komuroto?command=view_post&amp;post=1106331</link>
            <guid>http://www.byond.com/members/Komuroto?command=view_post&amp;post=1106331</guid>
            <pubDate>Mon, 31 Dec 2012 16:56:54 +0000</pubDate>
            
            <comments>http://www.byond.com/members/Komuroto?command=view_comments&amp;post=1106331#comments</comments>
            
            <description>&lt;br&gt;
Alright so I was attempting to do 2 things, and upon my attempt, I somehow managed to corrupt my project so that whenever I opened it, it would lock up (and no I did not have the game file running)&lt;br&gt;
&lt;br&gt;
Yesterday, I had a conversation with a friend about attempting to do two very reasonable things. What I did to cause my crash, I have no idea.&lt;br&gt;
&lt;br&gt;
Here's what I was trying to do:&lt;br&gt;
&lt;br&gt;
1. Create away for a movable object (ie: like a ranged attack of some sort, lets just say an arrow for the sake of convenience) to pass through predefined &quot;dense&quot; objects. Sounds simply enough - I speculated to a friend that this would presumably involve a bump check in someway, which he confirmed and stated that he generally makes a var like &quot;cancross&quot; and what not, and that i'd merely need to check upon firing said ranged object when it &quot;bumps&quot; into something. In theory it sounded easy, in practice...well I failed horribly. (cannot even access my resource file now...with some type of weird error)- So i'm starting over.&lt;br&gt;
&lt;br&gt;
2. Second part I never even attempted because I was so focused on part 1. But I might as well throw this in here - I have 32x32 mobs, and I made the weapons correctly scaled to their bodies as if it were the real world. (using a real-life sword to my own body as a reference) Only problem with this is, say the player strikes another, it is not really appearing to strike them - they are only appearing to strike the edge of their &quot;box&quot; that they player stands in. I want to have the ladder half of the weapon (when extended outwards) reach into nearby squares depending on where the player is intending to strike. Now I know this would possibly be an overlay - but i haven't the slightest idea how to offset an overlay.....if that makes any sense?&lt;br&gt;
&lt;br&gt;
Anyway, I would like to begin an open discussion &amp; debate of how to particularly going about the most efficient way of solving these issues.</description>
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                <item>
            <title>Handling time</title>
            <link>http://www.byond.com/members/Komuroto?command=view_post&amp;post=956655</link>
            <guid>http://www.byond.com/members/Komuroto?command=view_post&amp;post=956655</guid>
            <pubDate>Sat, 01 Sep 2012 08:50:44 +0000</pubDate>
            
            <comments>http://www.byond.com/members/Komuroto?command=view_comments&amp;post=956655#comments</comments>
            
            <description>Below are two time management methods&lt;br&gt;
&lt;br&gt;
Time Passage Method One (Real Year: 15.2 Years)&lt;br&gt;
1 Hour = 1 day&lt;br&gt;
7 hours = 1 week&lt;br&gt;
30 hours = 1 month&lt;br&gt;
90 hours = 3 months&lt;br&gt;
150 hours = 6 months&lt;br&gt;
210 hours = 9 months&lt;br&gt;
240 Hours = 12 months (10 DAYS = 1 YEAR)&lt;br&gt;
30 DAYS or 720 hours = 3 Years&lt;br&gt;
60 Days or 1440 hours = 6 years&lt;br&gt;
90 Days or 2160 hours = 9 years&lt;br&gt;
100 Days or 2400 hours = 10 years&lt;br&gt;
&lt;br&gt;
&lt;br&gt;
Second Method (Real Year: 52 years)&lt;br&gt;
1 hour =1day&lt;br&gt;
7 hours = 1 week&lt;br&gt;
24 hours = 1 month&lt;br&gt;
168 hours = 1 year (1 week)&lt;br&gt;
&lt;br&gt;
&lt;br&gt;
Now the first one is confusing on paper, simpler to code.&lt;br&gt;
&lt;br&gt;
Second one simple on paper, and I'm a bit shaky on how to code it.&lt;br&gt;
&lt;br&gt;
So voting, and thoughts please?</description>
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                <item>
            <title>Needs a vote</title>
            <link>http://www.byond.com/members/Komuroto?command=view_post&amp;post=956254</link>
            <guid>http://www.byond.com/members/Komuroto?command=view_post&amp;post=956254</guid>
            <pubDate>Sat, 01 Sep 2012 03:05:57 +0000</pubDate>
            
            <comments>http://www.byond.com/members/Komuroto?command=view_comments&amp;post=956254#comments</comments>
            
            <description>Alright so please pick one:&lt;br&gt;
&lt;br&gt;
Image 1:&lt;br&gt;
&lt;img src=&quot;http://img210.imageshack.us/img210/3493/pixelrat.png&quot; alt=&quot;Image Hosted by ImageShack.us&quot;&gt;&lt;br&gt;
Image 2:&lt;br&gt;
&lt;img src=&quot;http://img521.imageshack.us/img521/2001/bteks.png&quot; alt=&quot;Image Hosted by ImageShack.us&quot;&gt;&lt;br&gt;
&lt;br&gt;</description>
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                <item>
            <title>Coming and going</title>
            <link>http://www.byond.com/members/Komuroto?command=view_post&amp;post=928829</link>
            <guid>http://www.byond.com/members/Komuroto?command=view_post&amp;post=928829</guid>
            <pubDate>Mon, 13 Aug 2012 20:36:50 +0000</pubDate>
            
            <comments>http://www.byond.com/members/Komuroto?command=view_comments&amp;post=928829#comments</comments>
            
            <description>&lt;br&gt;
&lt;div class=&quot;dmcode&quot;&gt;
&lt;table width=&quot;100%&quot; border=&quot;0&quot;&gt;
&lt;tr&gt;
&lt;td&gt;
&lt;pre class=&quot;dmcode&quot;&gt;
area/Bank_Door&lt;br&gt;    Enter(mob/O)&lt;br&gt;        &lt;span class=&quot;dmcomment&quot;&gt;//save user coords here&lt;/span&gt;&lt;br&gt;        O &amp;lt;&amp;lt; &lt;span class=&quot;dmstring&quot;&gt;&amp;quot;You have entered the bank&amp;quot;&lt;/span&gt;&lt;br&gt;        O.loc = locate(5,5,2)&lt;br&gt;        view() &amp;lt;&amp;lt; &lt;span class=&quot;dmstring&quot;&gt;&amp;quot;&lt;/span&gt;&lt;span class=&quot;dmbrace&quot;&gt;[O]&lt;/span&gt;&lt;span class=&quot;dmstring&quot;&gt; has entered the bank&amp;quot;&lt;/span&gt;&lt;br&gt;        &lt;span class=&quot;dmkeyword&quot;&gt;return&lt;/span&gt; ..()
&lt;/pre&gt;&lt;/td&gt;
&lt;/tr&gt;
&lt;/table&gt;
&lt;/div&gt;
&lt;br&gt;
&lt;br&gt;
&lt;b&gt;Alright, So I wanted to make a universal bank, where all the players could come and go. I wrote up this fairly simple enter proc (feel free to criticize)&lt;br&gt;
&lt;br&gt;
My problem is , getting the player (O) back to the location they came from - Not all the same return location -&lt;br&gt;
&lt;br&gt;
I need a refresher on temp saving players coords and then calling on them again to teleport the player back to them upon exiting.&lt;br&gt;
&lt;br&gt;
Biggest problem for me is that the exit and enter are not going to be the same area (in the least) and I dont remember how to call something from another syntax...a little help?&lt;/b&gt;&lt;br&gt;
&lt;br&gt;</description>
        </item>
                <item>
            <title>List Issue</title>
            <link>http://www.byond.com/members/Komuroto?command=view_post&amp;post=876076</link>
            <guid>http://www.byond.com/members/Komuroto?command=view_post&amp;post=876076</guid>
            <pubDate>Wed, 18 Jul 2012 13:34:28 +0000</pubDate>
            
            <comments>http://www.byond.com/members/Komuroto?command=view_comments&amp;post=876076#comments</comments>
            
            <description>Actually more of an &quot;Issue&quot; list.&lt;br&gt;
&lt;br&gt;
&lt;br&gt;
What I mean by that is, I wanted to design a set list of issues for the player.&lt;br&gt;
&lt;br&gt;
As an example say a new player logs in, and they start a nation. Daily they will be assigned issues to deal with.&lt;br&gt;
&lt;br&gt;
Now there is already a few things I need to address with this.&lt;br&gt;
&lt;br&gt;
1. Matching players time with server time so we know if its time for a new issue!&lt;br&gt;
&lt;br&gt;
2. Selecting Issues from a predefined list.&lt;br&gt;
&lt;br&gt;
3. Would it be better to write the list right into the code, or into a txt file , and simply read the text upon loading.&lt;br&gt;
&lt;br&gt;
4. Save on host ? or Save on user?&lt;br&gt;
&lt;br&gt;
5. How to make sure they wont get the same event twice....ever....(something to do with vars i know but to what degree?)&lt;br&gt;
&lt;br&gt;
This is all speculation really , i havent the slightest idea how to go about doing this other than making a list.&lt;br&gt;
&lt;br&gt;
So if anyone would be so kind to start off the discussion on the matter?&lt;br&gt;</description>
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                <item>
            <title>Swap Control</title>
            <link>http://www.byond.com/members/Komuroto?command=view_post&amp;post=789772</link>
            <guid>http://www.byond.com/members/Komuroto?command=view_post&amp;post=789772</guid>
            <pubDate>Fri, 01 Jun 2012 03:34:36 +0000</pubDate>
            
            <comments>http://www.byond.com/members/Komuroto?command=view_comments&amp;post=789772#comments</comments>
            
            <description>Alright so I'm trying to make something along the lines of:&lt;br&gt;
&lt;br&gt;
&lt;br&gt;
A player spawns in the world - walks up to a ship, boards the ship, walks to the steering portion of the ship, sets off in the ship thus controling it, wherever the ship docks, player can exit controls, walk around until exiting ship, and be at the new destination.&lt;br&gt;
&lt;br&gt;
Now several things need to take place:&lt;br&gt;
&lt;br&gt;
- Player (whomever happens to be driving) can carry crew/clan/guild members (a previously defined amount) with them, so most likely a new temporary turf must be created for other players to walk around in while the &quot;captain&quot; drives.&lt;br&gt;
&lt;br&gt;
I am at a bit of a loss at this part, so far when i try to even board said ship the screen turns black. (I also do not understand very well the &quot;swapmaps&quot; tutorial in references.&lt;br&gt;
&lt;br&gt;
---------------------------------------&lt;br&gt;
&lt;br&gt;
-I know i need to focus on client.eye, move(), the entering/exiting of the player(s), and the transition of the icon, to the new mob/obj/etc.&lt;br&gt;
&lt;br&gt;
- I do not want there to be just a simple change in look of the default mob, to give the illusion of having control over the ship. The player will be frozen (as i know how to do but i assume i may run into difficulty with this as well later on) upon attempting to steer the ship, and will be given control of the object/newmob/etc instead, on a new z axis,(probably just spawn new mob at the desired location) kinda like an overworld map so to speak.&lt;br&gt;
&lt;br&gt;
- Finally, if the new mob is destroyed, or lands at a destination i need to release that control. I'm nto sure how to do this &quot;exactly&quot;&lt;br&gt;
&lt;br&gt;
-Additional Question:I set a datum for the default mob, (does this apply to the ship as well, or should i just create it as its own entity (like a datum) ? Or even just as an object with its own vars?&lt;br&gt;
&lt;br&gt;
&lt;br&gt;
-----&lt;br&gt;
&lt;br&gt;
Discuss?&lt;br&gt;</description>
        </item>
                <item>
            <title>Universal Countdown</title>
            <link>http://www.byond.com/members/Komuroto?command=view_post&amp;post=581173</link>
            <guid>http://www.byond.com/members/Komuroto?command=view_post&amp;post=581173</guid>
            <pubDate>Mon, 26 Mar 2012 18:07:34 +0000</pubDate>
            
            <comments>http://www.byond.com/members/Komuroto?command=view_comments&amp;post=581173#comments</comments>
            
            <description>I would like a Universal Countdown timer implemented into my game.&lt;br&gt;
&lt;br&gt;
Now i am familiar without to set up something that counts down and resets upon reaching zero, however what I do not know how to do is make it so that upon sever creation the counter will start up, and continue to do so even if players are offline, and having all players effected by this, EVEN if the player is offline.&lt;br&gt;
&lt;br&gt;
Obviously this means that I would have to implement saving that is not saved to the users computer, so it can be updated. Then having that information accessed and loaded upon player log in.&lt;br&gt;
&lt;br&gt;
So as an example, if i have a timer that reaches zero, it will effect all players who are currently in the game, even if offline.&lt;br&gt;
&lt;br&gt;
The problem I'm having is, that I know what I want to do, but I don't know what i need to do.&lt;br&gt;
&lt;br&gt;
Advice?&lt;br&gt;
&lt;br&gt;
&lt;br&gt;
EDIT: And upon server shutdown or crash it would save what the count was for the timer. Basically when timer reaches zero, count +1.&lt;br&gt;</description>
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                <item>
            <title>Inventory and Interface Design</title>
            <link>http://www.byond.com/members/Komuroto?command=view_post&amp;post=573250</link>
            <guid>http://www.byond.com/members/Komuroto?command=view_post&amp;post=573250</guid>
            <pubDate>Sun, 25 Mar 2012 00:15:12 +0000</pubDate>
            
            <comments>http://www.byond.com/members/Komuroto?command=view_comments&amp;post=573250#comments</comments>
            
            <description>I am just getting the hang of the basics of interface design - and I wanted to create an inventory - or to be in a more generic way:&lt;br&gt;
&lt;br&gt;
I wanted to design &quot;something&quot; that is activated via clicking this button on the interface (i can do the button part)&lt;br&gt;
&lt;br&gt;
This &quot;something&quot; will contain information that I define(for the sake of argument lets say its an inventory)&lt;br&gt;
&lt;br&gt;
I would like to have additional tabs within this screen that comes up via pressing the interface button. In doing so a player would see items that they have, or belong to them.&lt;br&gt;
&lt;br&gt;
However they will automatically be organized into their preset categories.&lt;br&gt;
&lt;br&gt;
EXAMPLE: Tab A will contain weapons while Tab B will contain food. ETC.&lt;br&gt;
&lt;br&gt;
I am not planning on doing this for an inventory system, but this is the best way I can describe it.&lt;br&gt;
&lt;br&gt;
If anyone understands what I'm going on about, please reply and discuss a way to start this with me. I'm not looking for snippets, i'm looking to &quot;understand&quot; this.&lt;br&gt;
&lt;br&gt;</description>
        </item>
                <item>
            <title>Doing it wrong?</title>
            <link>http://www.byond.com/members/Komuroto?command=view_post&amp;post=255361</link>
            <guid>http://www.byond.com/members/Komuroto?command=view_post&amp;post=255361</guid>
            <pubDate>Mon, 06 Feb 2012 10:55:56 +0000</pubDate>
            
            <comments>http://www.byond.com/members/Komuroto?command=view_comments&amp;post=255361#comments</comments>
            
            <description>&lt;b&gt;for(var/obj/Mining/Copper_Ore/A in usr.contents &amp;&amp; var/obj/Mining/Tin_Ore/B)&lt;br&gt;
if(A in usr.contents)&lt;br&gt;
if(B in usr.contents)&lt;/b&gt;&lt;br&gt;
&lt;div class=&quot;dmcode&quot;&gt;
&lt;table width=&quot;100%&quot; border=&quot;0&quot;&gt;
&lt;tr&gt;
&lt;td&gt;
&lt;pre class=&quot;dmcode&quot;&gt;
obj&lt;br&gt;    Furnace&lt;br&gt;        icon=&lt;span class=&quot;dmstring&quot;&gt;'Ore.dmi'&lt;/span&gt;&lt;br&gt;        icon_state=&lt;span class=&quot;dmstring&quot;&gt;&amp;quot;furnace&amp;quot;&lt;/span&gt;&lt;br&gt;        density=1&lt;br&gt;        Click()&lt;br&gt;            &lt;span class=&quot;dmkeyword&quot;&gt;if&lt;/span&gt;(src &lt;span class=&quot;dmkeyword&quot;&gt;in&lt;/span&gt; range(1))&lt;br&gt;                &lt;span class=&quot;dmkeyword&quot;&gt;switch&lt;/span&gt;(input(&lt;span class=&quot;dmstring&quot;&gt;&amp;quot;Which type of bar would you like to make?&amp;quot;&lt;/span&gt;,&lt;span class=&quot;dmstring&quot;&gt;&amp;quot;Options&amp;quot;&lt;/span&gt;)&lt;span class=&quot;dmkeyword&quot;&gt;in&lt;/span&gt; list(&lt;span class=&quot;dmstring&quot;&gt;&amp;quot;Bronze&amp;quot;&lt;/span&gt;,&lt;span class=&quot;dmstring&quot;&gt;&amp;quot;Iron&amp;quot;&lt;/span&gt;,&lt;span class=&quot;dmstring&quot;&gt;&amp;quot;Steel&amp;quot;&lt;/span&gt;,&lt;span class=&quot;dmstring&quot;&gt;&amp;quot;Cancel&amp;quot;&lt;/span&gt;))&lt;br&gt;                    &lt;span class=&quot;dmkeyword&quot;&gt;if&lt;/span&gt;(&lt;span class=&quot;dmstring&quot;&gt;&amp;quot;Bronze&amp;quot;&lt;/span&gt;)&lt;br&gt;                        &lt;span class=&quot;dmkeyword&quot;&gt;for&lt;/span&gt;(&lt;span class=&quot;dmkeyword&quot;&gt;var&lt;/span&gt;/obj/Mining/Copper_Ore/A &lt;span class=&quot;dmkeyword&quot;&gt;in&lt;/span&gt; usr.contents &amp;amp;&amp;amp; &lt;span class=&quot;dmkeyword&quot;&gt;var&lt;/span&gt;/obj/Mining/Tin_Ore/B)&lt;br&gt;                            &lt;span class=&quot;dmkeyword&quot;&gt;if&lt;/span&gt;(A &lt;span class=&quot;dmkeyword&quot;&gt;in&lt;/span&gt; usr.contents)&lt;br&gt;                                &lt;span class=&quot;dmkeyword&quot;&gt;if&lt;/span&gt;(B &lt;span class=&quot;dmkeyword&quot;&gt;in&lt;/span&gt; usr.contents)&lt;br&gt;                                    &lt;span class=&quot;dmkeyword&quot;&gt;if&lt;/span&gt;(usr.SmithLV&amp;gt;=0) &lt;span class=&quot;dmcomment&quot;&gt;//can we cut it?&lt;/span&gt;&lt;br&gt;                                        &lt;span class=&quot;dmkeyword&quot;&gt;if&lt;/span&gt;(usr.Active==0) &lt;span class=&quot;dmcomment&quot;&gt;//are we doing anything?&lt;/span&gt;&lt;br&gt;                                            &lt;span class=&quot;dmkeyword&quot;&gt;if&lt;/span&gt;(!src.beingsmithed)&lt;span class=&quot;dmcomment&quot;&gt;//if tree being cut?&lt;/span&gt;&lt;br&gt;                                                usr.Frozen=1&lt;br&gt;                                                usr.Active=1&lt;br&gt;                                                src.beingsmithed=1&lt;br&gt;                                                &lt;span class=&quot;dmkeyword&quot;&gt;del&lt;/span&gt;(A)&lt;br&gt;                                                &lt;span class=&quot;dmkeyword&quot;&gt;del&lt;/span&gt;(B)&lt;br&gt;                                                usr &amp;lt;&amp;lt; &lt;span class=&quot;dmstring&quot;&gt;&amp;quot;You begin smeltingthe &lt;/span&gt;&lt;span class=&quot;dmbrace&quot;&gt;[src]&lt;/span&gt;&lt;span class=&quot;dmstring&quot;&gt;&amp;quot;&lt;/span&gt;&lt;br&gt;                                                flick(&lt;span class=&quot;dmstring&quot;&gt;&amp;quot;smithing&amp;quot;&lt;/span&gt;,usr)&lt;span class=&quot;dmcomment&quot;&gt;//make this match&lt;/span&gt;&lt;br&gt;                                            &lt;span class=&quot;dmcomment&quot;&gt;//  A.loc=usr.loc&lt;/span&gt;&lt;br&gt;                                                &lt;span class=&quot;dmcomment&quot;&gt;//flick(&amp;quot;cutting&amp;quot;,A)&lt;/span&gt;&lt;br&gt;                                            &lt;span class=&quot;dmcomment&quot;&gt;//  loc = usr.contents&lt;/span&gt;&lt;br&gt;                                                src.icon_state=&lt;span class=&quot;dmstring&quot;&gt;&amp;quot;smelting&amp;quot;&lt;/span&gt;&lt;br&gt;                                                sleep(15)&lt;br&gt;                                                usr.SmithXP+=6&lt;br&gt;                                                usr.SmithLevelCheck()&lt;br&gt;                                                src.icon_state=&lt;span class=&quot;dmstring&quot;&gt;&amp;quot;furnace&amp;quot;&lt;/span&gt;&lt;br&gt;                                                src.beingsmithed=0&lt;br&gt;                                                usr.Active=0&lt;br&gt;                                                usr.Frozen=0&lt;br&gt;                                                usr.contents += &lt;span class=&quot;dmkeyword&quot;&gt;new&lt;/span&gt; /obj/Bar/Bronze
&lt;/pre&gt;&lt;/td&gt;
&lt;/tr&gt;
&lt;/table&gt;
&lt;/div&gt;
&lt;br&gt;
&lt;br&gt;
&lt;br&gt;
I'm checking to see if usr has these items in their inventory... however, it even if they do nothing happens. THe best i've been able to do is get it to work when only having A, but when A|B are both present, it does not work.&lt;br&gt;
&lt;br&gt;
Suggestions?&lt;br&gt;
&lt;br&gt;</description>
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