Requirements
============

This object requires JMN's Classic Inventory plugin.

Animations
==========

This object is animated, but no state IDs are generated.

Triggers
========

This object is automatically triggered when the level starts.

Commands
========

This object must have a slot assigned to it by the following command:

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
AssignSlot=<MyUsedSlot>,OBJ_SAVECRYSTAL_GREEN
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Where <MyUsedSlot> can be any slot other than LARA, but ANIMATING{1..16} and NEW_SLOT{5..18} are preferred.

These commands must be typed in the script as well:

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Customize=CUST_CINV_ITEM_QUANTITY,<ItemId>,0,255,IGNORE,CINV_FALSE,1,<GetQuantityTriggerGroupId>,<SetQuantityTriggerGroupId>

#define @Plugin_AODfanChocolateFanTR1 1
TriggerGroup=<GetQuantityTriggerGroupId>,$012000,1,$0
TriggerGroup=<SetQuantityTriggerGroupId>,$012000,2,$0
#define @plugins CLEAR
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Where <ItemId> is a CINV_ITEM_... constant, and <GetQuantityTriggerGroupId> and <SetQuantityTriggerGroupId> are TriggerGroup IDs.
The <ItemId> will carry the crystals in the inventory.

Additional options can be set by the command Customize=CUST_SAVECRYSTAL_GREEN.

Tip
---

This flipeffect removes the save memcard from the inventory:

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
; Set Trigger Type - FLIPEFFECT 704
; Exporting: TRIGGER(26:0) for FLIPEFFECT(704) {Plugin_ClassicInventory}
; <#> : Inventory. Set the number of <&> to zero
; <&> : MEMCARD_SAVE_INV
; (E) : 
; WARNING:
; If you'll give this trigger to other people or you'll use it with a script.txt different than current
; you should add to the script, first of triggergroup where you'll use this trigger, the following line:
; #define @Plugin_ClassicInventory  1
; Values to add in script command: $012000, 704, $1A
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Example
-------

These commands can make PUZZLE_ITEM6 carry the crystals:

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Customize=CUST_CINV_ITEM,CINV_ITEM_PUZZLE6,363,IGNORE
Customize=CUST_CINV_ITEM_RING,CINV_ITEM_PUZZLE6,CINV_RING_INVENTORY,26
Customize=CUST_CINV_ITEM_ACTION,CINV_ITEM_PUZZLE6,CINV_FACTION_CONFIRM,CINV_ACTION_USE,40,IGNORE,IGNORE,CINV_FACTION_DISABLE,IGNORE,IGNORE,CINV_ACTION_SAVE_GAME,47,IGNORE,IGNORE,IGNORE,IGNORE,IGNORE
Customize=CUST_CINV_ITEM_QUANTITY,CINV_ITEM_PUZZLE6,0,255,IGNORE,CINV_FALSE,1,1,2

#define @Plugin_AODfanChocolateFanTR1 1
TriggerGroup=1,$012000,1,$0
TriggerGroup=2,$012000,2,$0
#define @plugins CLEAR
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

It is assumed that the ExtraNG string 4 is Savegame Crystal.
