we need a setVariable2 series
No, we don't :P
Example: you want to make a brick that checks if you have a msithing hammer AND the ore:
1st make a brick without raycasting, colliding, or rendering and name it Orecheck. Event it like so:
ifVariableTrue->player->addVariable->sword
ifVariableTrue->client->centerPrint->"You make a sword out of the ore!"
ifVariableFalse->You need an ore to make a sword!
Then, make a second brick, the one the player clicks on to forge, and event it:
onActivate->Self->ifVariable->Smithing Hammer greaterEquals 1
VariableTrue->namedBrick "Orecheck"->ifVariable->ore greaterEquals 1
VariableFalse->you need a smithing hammer to make a sword!
That should work :D
Also, @Destiny/ZackOWackO:
I am not the only one to beleive that the most requested variable is the BL_ID. Anybody who is making an RPG has agreed with me that even a V4 with ONLY BL_ID saving would be much nicer than what we have seen planned. Also, I have an idea for variable types: BL_ID client and BL_ID player: With client, it saves your variables. whearas with player, if you die, the variables reset.