YulRun Posted June 1, 2021 Posted June 1, 2021 (edited) Credits: Myself (YulRun) Thought I'd share this, as I was looking for one and none available. This can definitely be refined and can add a lot more sorting Params, but this will server as a great starting place for anyone looking. Ideally you want to set this up to a button to call the Sort() function in InventoryWnd.uc. At the top with your other global variables add: Spoiler var Array<ItemInfo> AssetList; var Array<ItemInfo> WeaponList; var Array<ItemInfo> ArmorList; var Array<ItemInfo> AccesaryList; var Array<ItemInfo> EtcItemList; var Array<ItemInfo> BlessEnchantAmList; var Array<ItemInfo> BlessEnchantWpList; var Array<ItemInfo> EnchantAmList; var Array<ItemInfo> EnchantWpList; var Array<ItemInfo> PotionList; var Array<ItemInfo> ElixirList; var Array<ItemInfo> ArrowList; var Array<ItemInfo> RecipeList; var Array<ItemInfo> SpellbookList; var Array<ItemInfo> CrystalList; var Array<ItemInfo> ScrollList; var Array<ItemInfo> MaterialList; var Array<ItemInfo> SoulshotList; var Array<ItemInfo> SpiritshotList; var Array<ItemInfo> BlessedSpiritshotList; Functions to add at the at the bottom of the Script: Spoiler // Interlude Sort Function - YulRun function Sort() { // Initialize SaveItemOrder(); LoadItemOrder(); // Organizes Inventory into Sub Lists CreateSortSubLists(); // If Possible, will sort sublists by Quality SortSubListsByQuality(); // Arranges Inventory list by the Sub Lists SortBySublist(); // Calls to order the items by the Inventory List OrderItem(); } function CreateSortSubLists() { local ItemInfo itemInfo; local int checkOrderIndex; local int itemType; local int itemSubType; local int numAsset; local int numWeapon; local int numArmor; local int numAccessary; local int numEtcItem; local int numBlessEnchantAm; local int numBlessEnchantWp; local int numEnchantAm; local int numEnchantWp; local int numPotion; local int numArrow; local int numRecipe; local int numSpellbook; local int numCrystal; local int numScrolls; local int numMaterials; local int numSoulshot; local int numSpiritshot; local int numBlessedSpiritshot; numAsset = 0; numWeapon = 0; numArmor = 0; numAccessary = 0; numPotion = 0; numEtcItem = 0; numBlessEnchantAm = 0; numBlessEnchantWp = 0; numEnchantAm = 0; numEnchantWp = 0; numPotion = 0; numArrow = 0; numRecipe = 0; numSpellbook = 0; numCrystal = 0; numScrolls = 0; numMaterials = 0; numSoulshot = 0; numSpiritshot = 0; numBlessedSpiritshot = 0; for (checkOrderIndex = 0; checkOrderIndex < m_itemOrder.Length; checkOrderIndex++) { m_invenItem.GetItem(checkOrderIndex, itemInfo); itemType = itemInfo.ItemType; itemSubType = itemInfo.ItemSubType; // Checking Subtypes Debug log("Index: " $ checkOrderIndex $ " - " $ itemInfo.name $ " - ItemType: " $ itemType $ " - SubType: " $ itemSubType); // Fill Categories switch (itemType) { // Asset (Adena etc) case 4: AssetList[numAsset] = itemInfo; numAsset++; break; // Weapon case 0: WeaponList[numWeapon] = itemInfo; numWeapon++; break; // Armor case 1: ArmorList[numArmor] = itemInfo; numArmor++; break; // Accessory (Jewels, hats etc) case 2: AccesaryList[numAccessary] = itemInfo; numAccessary++; break; // Etc Subtype case 5: switch (itemSubType) { // Spellbooks, Enchants, etc case 0: if (Left(itemInfo.name,10) == "Spellbook:" || Left(itemInfo.name,7) == "Amulet:" ) { SpellbookList[numSpellbook] = itemInfo; numSpellbook++; } if (Left(itemInfo.name,8) == "Crystal:") { CrystalList[numCrystal] = itemInfo; numCrystal++; } if (Left(itemInfo.name,25) == "Blessed Scroll: Enchant W") { BlessEnchantWpList[numBlessEnchantWp] = itemInfo; numBlessEnchantWp++; } if (Left(itemInfo.name,25) == "Blessed Scroll: Enchant A") { BlessEnchantAmList[numBlessEnchantAm] = itemInfo; numBlessEnchantAm++; } if (Left(itemInfo.name,17) == "Scroll: Enchant W") { EnchantWpList[numEnchantWp] = itemInfo; numEnchantWp++; } if (Left(itemInfo.name,17) == "Scroll: Enchant A") { EnchantAmList[numEnchantAm] = itemInfo; numEnchantAm++; } if (Left(itemInfo.name,9) == "Soulshot:" || Left(itemInfo.name,8) == "Beast So" ) { SoulshotList[numSoulshot] = itemInfo; numSoulshot++; } if (Left(itemInfo.name,11) == "Spiritshot:" || Left(itemInfo.name,8) == "Beast Sp" ) { SpiritshotList[numSpiritshot] = itemInfo; numSpiritshot++; } if (Left(itemInfo.name,10) == "Blessed Sp" || Left(itemInfo.name,9) == "Blessed B" ) { BlessedSpiritshotList[numBlessedSpiritshot] = itemInfo; numBlessedSpiritshot++; } break; // Scrolls (Not Enchants, Soe Etc) case 1: ScrollList[numScrolls] = itemInfo; numScrolls++; break; // Arrow (Confirmed) case 2: ArrowList[numArrow] = itemInfo; numArrow++; break; // Potion (Confirmed) case 3: PotionList[numPotion] = itemInfo; numPotion++; break; // Recipe (Confirmed) case 5: RecipeList[numRecipe] = itemInfo; numRecipe++; break; // Materials case 6: MaterialList[numMaterials] = itemInfo; numMaterials++; break; default: EtcItemList[numEtcItem] = itemInfo; numEtcItem++; break; } break; // Anything Missed default: EtcItemList[numEtcItem] = itemInfo; numEtcItem++; break; } } } function SortSubListsByQuality() { local int newIndex, newIndexD, newIndexC, newIndexB, newIndexA, newIndexS, tempIndex, beastIndex; local Array<ItemInfo> newList, newListD, newListC, newListB, newListA, newListS, arrayToReference, beastList; newIndex = 0; // Blessed Weapons arrayToReference = BlessEnchantWpList; for(tempIndex = 0; tempIndex < arrayToreference.Length; tempIndex++) { if (Right(arrayToreference[tempIndex].name,2) == "D)") { newListD[newIndexD] = arrayToreference[tempIndex]; newIndexD++; } if (Right(arrayToreference[tempIndex].name,2) == "C)") { newListC[newIndexC] = arrayToreference[tempIndex]; newIndexC++; } if (Right(arrayToreference[tempIndex].name,2) == "B)") { newListB[newIndexB] = arrayToreference[tempIndex]; newIndexB++; } if (Right(arrayToreference[tempIndex].name,2) == "A)") { newListA[newIndexA] = arrayToreference[tempIndex]; newIndexA++; } if (Right(arrayToreference[tempIndex].name,2) == "S)") { newListS[newIndexS] = arrayToreference[tempIndex]; newIndexS++; } } for(tempIndex = 0; tempIndex < newListD.Length; tempIndex++) { newList[newIndex] = newListD[tempIndex]; newIndex++; } for(tempIndex = 0; tempIndex < newListC.Length; tempIndex++) { newList[newIndex] = newListC[tempIndex]; newIndex++; } for(tempIndex = 0; tempIndex < newListB.Length; tempIndex++) { newList[newIndex] = newListB[tempIndex]; newIndex++; } for(tempIndex = 0; tempIndex < newListA.Length; tempIndex++) { newList[newIndex] = newListA[tempIndex]; newIndex++; } for(tempIndex = 0; tempIndex < newListS.Length; tempIndex++) { newList[newIndex] = newListS[tempIndex]; newIndex++; } // Push List BlessEnchantWpList = newList; // Reset Lists & Indexes newList.Length = 0; newListD.Length = 0; newListC.Length = 0; newListB.Length = 0; newListA.Length = 0; newListS.Length = 0; newIndex = 0; newIndexD = 0; newIndexC = 0; newIndexB = 0; newIndexA = 0; newIndexS = 0; // Blessed Armors arrayToReference = BlessEnchantAmList; for(tempIndex = 0; tempIndex < arrayToreference.Length; tempIndex++) { if (Right(arrayToreference[tempIndex].name,2) == "D)") { newListD[newIndexD] = arrayToreference[tempIndex]; newIndexD++; } if (Right(arrayToreference[tempIndex].name,2) == "C)") { newListC[newIndexC] = arrayToreference[tempIndex]; newIndexC++; } if (Right(arrayToreference[tempIndex].name,2) == "B)") { newListB[newIndexB] = arrayToreference[tempIndex]; newIndexB++; } if (Right(arrayToreference[tempIndex].name,2) == "A)") { newListA[newIndexA] = arrayToreference[tempIndex]; newIndexA++; } if (Right(arrayToreference[tempIndex].name,2) == "S)") { newListS[newIndexS] = arrayToreference[tempIndex]; newIndexS++; } } for(tempIndex = 0; tempIndex < newListD.Length; tempIndex++) { newList[newIndex] = newListD[tempIndex]; newIndex++; } for(tempIndex = 0; tempIndex < newListC.Length; tempIndex++) { newList[newIndex] = newListC[tempIndex]; newIndex++; } for(tempIndex = 0; tempIndex < newListB.Length; tempIndex++) { newList[newIndex] = newListB[tempIndex]; newIndex++; } for(tempIndex = 0; tempIndex < newListA.Length; tempIndex++) { newList[newIndex] = newListA[tempIndex]; newIndex++; } for(tempIndex = 0; tempIndex < newListS.Length; tempIndex++) { newList[newIndex] = newListS[tempIndex]; newIndex++; } // Push List BlessEnchantAmList = newList; // Reset Lists & Indexes newList.Length = 0; newListD.Length = 0; newListC.Length = 0; newListB.Length = 0; newListA.Length = 0; newListS.Length = 0; newIndex = 0; newIndexD = 0; newIndexC = 0; newIndexB = 0; newIndexA = 0; newIndexS = 0; // Enchant Weapon arrayToReference = EnchantWpList; for(tempIndex = 0; tempIndex < arrayToreference.Length; tempIndex++) { if (Right(arrayToreference[tempIndex].name,2) == "D)") { newListD[newIndexD] = arrayToreference[tempIndex]; newIndexD++; } if (Right(arrayToreference[tempIndex].name,2) == "C)") { newListC[newIndexC] = arrayToreference[tempIndex]; newIndexC++; } if (Right(arrayToreference[tempIndex].name,2) == "B)") { newListB[newIndexB] = arrayToreference[tempIndex]; newIndexB++; } if (Right(arrayToreference[tempIndex].name,2) == "A)") { newListA[newIndexA] = arrayToreference[tempIndex]; newIndexA++; } if (Right(arrayToreference[tempIndex].name,2) == "S)") { newListS[newIndexS] = arrayToreference[tempIndex]; newIndexS++; } } for(tempIndex = 0; tempIndex < newListD.Length; tempIndex++) { newList[newIndex] = newListD[tempIndex]; newIndex++; } for(tempIndex = 0; tempIndex < newListC.Length; tempIndex++) { newList[newIndex] = newListC[tempIndex]; newIndex++; } for(tempIndex = 0; tempIndex < newListB.Length; tempIndex++) { newList[newIndex] = newListB[tempIndex]; newIndex++; } for(tempIndex = 0; tempIndex < newListA.Length; tempIndex++) { newList[newIndex] = newListA[tempIndex]; newIndex++; } for(tempIndex = 0; tempIndex < newListS.Length; tempIndex++) { newList[newIndex] = newListS[tempIndex]; newIndex++; } // Push List EnchantWpList = newList; // Reset Lists & Indexes newList.Length = 0; newListD.Length = 0; newListC.Length = 0; newListB.Length = 0; newListA.Length = 0; newListS.Length = 0; newIndex = 0; newIndexD = 0; newIndexC = 0; newIndexB = 0; newIndexA = 0; newIndexS = 0; // Enchant Armor arrayToReference = EnchantAmList; for(tempIndex = 0; tempIndex < arrayToreference.Length; tempIndex++) { if (Right(arrayToreference[tempIndex].name,2) == "D)") { newListD[newIndexD] = arrayToreference[tempIndex]; newIndexD++; } if (Right(arrayToreference[tempIndex].name,2) == "C)") { newListC[newIndexC] = arrayToreference[tempIndex]; newIndexC++; } if (Right(arrayToreference[tempIndex].name,2) == "B)") { newListB[newIndexB] = arrayToreference[tempIndex]; newIndexB++; } if (Right(arrayToreference[tempIndex].name,2) == "A)") { newListA[newIndexA] = arrayToreference[tempIndex]; newIndexA++; } if (Right(arrayToreference[tempIndex].name,2) == "S)") { newListS[newIndexS] = arrayToreference[tempIndex]; newIndexS++; } } for(tempIndex = 0; tempIndex < newListD.Length; tempIndex++) { newList[newIndex] = newListD[tempIndex]; newIndex++; } for(tempIndex = 0; tempIndex < newListC.Length; tempIndex++) { newList[newIndex] = newListC[tempIndex]; newIndex++; } for(tempIndex = 0; tempIndex < newListB.Length; tempIndex++) { newList[newIndex] = newListB[tempIndex]; newIndex++; } for(tempIndex = 0; tempIndex < newListA.Length; tempIndex++) { newList[newIndex] = newListA[tempIndex]; newIndex++; } for(tempIndex = 0; tempIndex < newListS.Length; tempIndex++) { newList[newIndex] = newListS[tempIndex]; newIndex++; } // Push List EnchantAmList = newList; // Reset Lists & Indexes newList.Length = 0; newListD.Length = 0; newListC.Length = 0; newListB.Length = 0; newListA.Length = 0; newListS.Length = 0; newIndex = 0; newIndexD = 0; newIndexC = 0; newIndexB = 0; newIndexA = 0; newIndexS = 0; // Crystals arrayToReference = CrystalList; for(tempIndex = 0; tempIndex < arrayToreference.Length; tempIndex++) { if (Right(arrayToreference[tempIndex].name,7) == "D-Grade") { newListD[newIndexD] = arrayToreference[tempIndex]; newIndexD++; } if (Right(arrayToreference[tempIndex].name,7) == "C-Grade") { newListC[newIndexC] = arrayToreference[tempIndex]; newIndexC++; } if (Right(arrayToreference[tempIndex].name,7) == "B-Grade") { newListB[newIndexB] = arrayToreference[tempIndex]; newIndexB++; } if (Right(arrayToreference[tempIndex].name,7) == "A-Grade") { newListA[newIndexA] = arrayToreference[tempIndex]; newIndexA++; } if (Right(arrayToreference[tempIndex].name,7) == "S-Grade") { newListS[newIndexS] = arrayToreference[tempIndex]; newIndexS++; } } for(tempIndex = 0; tempIndex < newListD.Length; tempIndex++) { newList[newIndex] = newListD[tempIndex]; newIndex++; } for(tempIndex = 0; tempIndex < newListC.Length; tempIndex++) { newList[newIndex] = newListC[tempIndex]; newIndex++; } for(tempIndex = 0; tempIndex < newListB.Length; tempIndex++) { newList[newIndex] = newListB[tempIndex]; newIndex++; } for(tempIndex = 0; tempIndex < newListA.Length; tempIndex++) { newList[newIndex] = newListA[tempIndex]; newIndex++; } for(tempIndex = 0; tempIndex < newListS.Length; tempIndex++) { newList[newIndex] = newListS[tempIndex]; newIndex++; } // Push List CrystalList = newList; // Reset Lists & Indexes newList.Length = 0; newListD.Length = 0; newListC.Length = 0; newListB.Length = 0; newListA.Length = 0; newListS.Length = 0; newIndex = 0; newIndexD = 0; newIndexC = 0; newIndexB = 0; newIndexA = 0; newIndexS = 0; // Soulshot arrayToReference = SoulshotList; for(tempIndex = 0; tempIndex < arrayToreference.Length; tempIndex++) { if (Right(arrayToreference[tempIndex].name,7) == "D-grade") { newListD[newIndexD] = arrayToreference[tempIndex]; newIndexD++; } if (Right(arrayToreference[tempIndex].name,7) == "C-grade") { newListC[newIndexC] = arrayToreference[tempIndex]; newIndexC++; } if (Right(arrayToreference[tempIndex].name,7) == "B-grade") { newListB[newIndexB] = arrayToreference[tempIndex]; newIndexB++; } if (Right(arrayToreference[tempIndex].name,7) == "A-grade") { newListA[newIndexA] = arrayToreference[tempIndex]; newIndexA++; } if (Right(arrayToreference[tempIndex].name,7) == "S-grade") { newListS[newIndexS] = arrayToreference[tempIndex]; newIndexS++; } if(Left(arrayToreference[tempIndex].name,3) == "Bea") { beastList[beastIndex] = arrayToreference[tempIndex]; beastIndex++; } } for(tempIndex = 0; tempIndex < newListD.Length; tempIndex++) { newList[newIndex] = newListD[tempIndex]; newIndex++; } for(tempIndex = 0; tempIndex < newListC.Length; tempIndex++) { newList[newIndex] = newListC[tempIndex]; newIndex++; } for(tempIndex = 0; tempIndex < newListB.Length; tempIndex++) { newList[newIndex] = newListB[tempIndex]; newIndex++; } for(tempIndex = 0; tempIndex < newListA.Length; tempIndex++) { newList[newIndex] = newListA[tempIndex]; newIndex++; } for(tempIndex = 0; tempIndex < newListS.Length; tempIndex++) { newList[newIndex] = newListS[tempIndex]; newIndex++; } for(tempIndex = 0; tempIndex < beastList.Length; tempIndex++) { newList[newIndex] = beastList[tempIndex]; newIndex++; } // Push List SoulshotList = newList; // Reset Lists & Indexes newList.Length = 0; newListD.Length = 0; newListC.Length = 0; newListB.Length = 0; newListA.Length = 0; newListS.Length = 0; beastList.Length = 0; newIndex = 0; newIndexD = 0; newIndexC = 0; newIndexB = 0; newIndexA = 0; newIndexS = 0; beastIndex = 0; // Spiritshot arrayToReference = SpiritshotList; for(tempIndex = 0; tempIndex < arrayToreference.Length; tempIndex++) { if (Right(arrayToreference[tempIndex].name,7) == "D-grade") { newListD[newIndexD] = arrayToreference[tempIndex]; newIndexD++; } if (Right(arrayToreference[tempIndex].name,7) == "C-grade") { newListC[newIndexC] = arrayToreference[tempIndex]; newIndexC++; } if (Right(arrayToreference[tempIndex].name,7) == "B-grade") { newListB[newIndexB] = arrayToreference[tempIndex]; newIndexB++; } if (Right(arrayToreference[tempIndex].name,7) == "A-grade") { newListA[newIndexA] = arrayToreference[tempIndex]; newIndexA++; } if (Right(arrayToreference[tempIndex].name,7) == "S-grade") { newListS[newIndexS] = arrayToreference[tempIndex]; newIndexS++; } if(Left(arrayToreference[tempIndex].name,3) == "Bea") { beastList[beastIndex] = arrayToreference[tempIndex]; beastIndex++; } } for(tempIndex = 0; tempIndex < newListD.Length; tempIndex++) { newList[newIndex] = newListD[tempIndex]; newIndex++; } for(tempIndex = 0; tempIndex < newListC.Length; tempIndex++) { newList[newIndex] = newListC[tempIndex]; newIndex++; } for(tempIndex = 0; tempIndex < newListB.Length; tempIndex++) { newList[newIndex] = newListB[tempIndex]; newIndex++; } for(tempIndex = 0; tempIndex < newListA.Length; tempIndex++) { newList[newIndex] = newListA[tempIndex]; newIndex++; } for(tempIndex = 0; tempIndex < newListS.Length; tempIndex++) { newList[newIndex] = newListS[tempIndex]; newIndex++; } for(tempIndex = 0; tempIndex < beastList.Length; tempIndex++) { newList[newIndex] = beastList[tempIndex]; newIndex++; } // Push List SpiritshotList = newList; // Reset Lists & Indexes newList.Length = 0; newListD.Length = 0; newListC.Length = 0; newListB.Length = 0; newListA.Length = 0; newListS.Length = 0; beastList.Length = 0; newIndex = 0; newIndexD = 0; newIndexC = 0; newIndexB = 0; newIndexA = 0; newIndexS = 0; beastIndex = 0; // Blessed Spiritshot arrayToReference = BlessedSpiritshotList; for(tempIndex = 0; tempIndex < arrayToreference.Length; tempIndex++) { if (Right(arrayToreference[tempIndex].name,7) == "D-Grade") { newListD[newIndexD] = arrayToreference[tempIndex]; newIndexD++; } if (Right(arrayToreference[tempIndex].name,7) == "C-Grade") { newListC[newIndexC] = arrayToreference[tempIndex]; newIndexC++; } if (Right(arrayToreference[tempIndex].name,7) == "B-Grade") { newListB[newIndexB] = arrayToreference[tempIndex]; newIndexB++; } if (Right(arrayToreference[tempIndex].name,7) == "A-Grade") { newListA[newIndexA] = arrayToreference[tempIndex]; newIndexA++; } if (Right(arrayToreference[tempIndex].name,7) == "S-Grade") { newListS[newIndexS] = arrayToreference[tempIndex]; newIndexS++; } if(Left(arrayToreference[tempIndex].name,11) == "Blessed Bea") { beastList[beastIndex] = arrayToreference[tempIndex]; beastIndex++; } } for(tempIndex = 0; tempIndex < newListD.Length; tempIndex++) { newList[newIndex] = newListD[tempIndex]; newIndex++; } for(tempIndex = 0; tempIndex < newListC.Length; tempIndex++) { newList[newIndex] = newListC[tempIndex]; newIndex++; } for(tempIndex = 0; tempIndex < newListB.Length; tempIndex++) { newList[newIndex] = newListB[tempIndex]; newIndex++; } for(tempIndex = 0; tempIndex < newListA.Length; tempIndex++) { newList[newIndex] = newListA[tempIndex]; newIndex++; } for(tempIndex = 0; tempIndex < newListS.Length; tempIndex++) { newList[newIndex] = newListS[tempIndex]; newIndex++; } for(tempIndex = 0; tempIndex < beastList.Length; tempIndex++) { newList[newIndex] = beastList[tempIndex]; newIndex++; } // Push List BlessedSpiritshotList = newList; // Reset Lists & Indexes newList.Length = 0; newListD.Length = 0; newListC.Length = 0; newListB.Length = 0; newListA.Length = 0; newListS.Length = 0; beastList.Length = 0; newIndex = 0; newIndexD = 0; newIndexC = 0; newIndexB = 0; newIndexA = 0; newIndexS = 0; beastIndex = 0; } function SortBySublist() { local int tempIndex, newIndex; // Sort List based on Category newIndex = 0; // Add Asset (Adena etc) for (tempIndex = 0; tempIndex < AssetList.length; tempIndex++) { m_itemOrder[newIndex] = AssetList[tempIndex].ClassID; newIndex++; } // Add Crystals for (tempIndex = 0; tempIndex < CrystalList.length; tempIndex++) { m_itemOrder[newIndex] = CrystalList[tempIndex].ClassID; newIndex++; } // Add Weapons for (tempIndex = 0; tempIndex < WeaponList.length; tempIndex++) { m_itemOrder[newIndex] = WeaponList[tempIndex].ClassID; newIndex++; } // Add Armor for (tempIndex = 0; tempIndex < ArmorList.length; tempIndex++) { m_itemOrder[newIndex] = ArmorList[tempIndex].ClassID; newIndex++; } // Add Accesary for (tempIndex = 0; tempIndex < AccesaryList.length; tempIndex++) { m_itemOrder[newIndex] = AccesaryList[tempIndex].ClassID; newIndex++; } // Add Soulshot for (tempIndex = 0; tempIndex < SoulshotList.length; tempIndex++) { m_itemOrder[newIndex] = SoulshotList[tempIndex].ClassID; newIndex++; } // Add Spiritshot for (tempIndex = 0; tempIndex < SpiritshotList.length; tempIndex++) { m_itemOrder[newIndex] = SpiritshotList[tempIndex].ClassID; newIndex++; } // Add BlessedSpiritshot for (tempIndex = 0; tempIndex < BlessedSpiritshotList.length; tempIndex++) { m_itemOrder[newIndex] = BlessedSpiritshotList[tempIndex].ClassID; newIndex++; } // Add Potion for (tempIndex = 0; tempIndex < PotionList.length; tempIndex++) { m_itemOrder[newIndex] = PotionList[tempIndex].ClassID; newIndex++; } // Add Scrolls for (tempIndex = 0; tempIndex < ScrollList.length; tempIndex++) { m_itemOrder[newIndex] = ScrollList[tempIndex].ClassID; newIndex++; } // Add Blessed Weapon for (tempIndex = 0; tempIndex < BlessEnchantWpList.length; tempIndex++) { m_itemOrder[newIndex] = BlessEnchantWpList[tempIndex].ClassID; newIndex++; } // Add Blessed Armor for (tempIndex = 0; tempIndex < BlessEnchantAmList.length; tempIndex++) { m_itemOrder[newIndex] = BlessEnchantAmList[tempIndex].ClassID; newIndex++; } // Add Enchant Weapon for (tempIndex = 0; tempIndex < EnchantWpList.length; tempIndex++) { m_itemOrder[newIndex] = EnchantWpList[tempIndex].ClassID; newIndex++; } // Add Enchant Armor for (tempIndex = 0; tempIndex < EnchantAmList.length; tempIndex++) { m_itemOrder[newIndex] = EnchantAmList[tempIndex].ClassID; newIndex++; } // Add Spellbooks for (tempIndex = 0; tempIndex < SpellbookList.length; tempIndex++) { m_itemOrder[newIndex] = SpellbookList[tempIndex].ClassID; newIndex++; } // Add Recipe for (tempIndex = 0; tempIndex < RecipeList.length; tempIndex++) { m_itemOrder[newIndex] = RecipeList[tempIndex].ClassID; newIndex++; } // Add Materials for (tempIndex = 0; tempIndex < MaterialList.length; tempIndex++) { m_itemOrder[newIndex] = MaterialList[tempIndex].ClassID; newIndex++; } // Add Arrow for (tempIndex = 0; tempIndex < ArrowList.length; tempIndex++) { m_itemOrder[newIndex] = ArrowList[tempIndex].ClassID; newIndex++; } // Add Rest for (tempIndex = 0; tempIndex < EtcItemList.length; tempIndex++) { m_itemOrder[newIndex] = EtcItemList[tempIndex].ClassID; newIndex++; } } Cheers, YulRun Edited June 1, 2021 by iRmaxCheater 3 Quote
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