HasItem...
*slaps forehead in disgust*
Instead of DO ~ActionOverride(Player6,DestroyItem("X#DYJOR1")) //repeated for P5,4,3,2,1)
GiveItemCreate("X#DYJOR2",Player1,1,1,0)
IF ~HasItem("X#DYJOR2",Player1)~ DO TakeItemReplace("X#DYJOR2","X#DYJOR1",Player1)~ EXIT
For my purpose, where the item is in generic inventory and is unequippable, the first code works fine. If I wanted to swap out a specific equiped item, since it would merely create the new item in inventory, TIR would be great. For Duality's purposes, though,
what about needing to know the specific slot in use or the whole IESDP "this does not automatically equip the item" thing? I guess I am requesting clarification of your "and that the item will never be in a different slot (obviously, you'd never want to use this on a PC).", devSin.