#  ![](https://www.realm667.com/media/kunena/topic_icons/realm667/user/soulsphere.png) Replacing stuff with other stuff

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- **colboh**
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   11 years 4 months ago [\#1700](#1700) by colboh  *[Replacing stuff with other stuff](https://www.realm667.com/forum/the-workshop/306-replacing-stuff-with-other-stuff#1700 "So, just for fun, I'm writing one of those custom PK3s that randomly replaces items and monsters with harder ones. I've got a couple of questions:

* How do I replace a single item placed on a map with two items? I've seen this done on a mod before (can't remember the name of it, but it was on Doomworld).
* How do I keep an item from spawning under certain conditions (for example; the ceiling is too low, the player doesn't have the right weapons yet, and so on)?")* was created by *colboh*

 So, just for fun, I'm writing one of those custom PK3s that randomly replaces items and monsters with harder ones. I've got a couple of questions:
1. How do I replace a single item placed on a map with two items? I've seen this done on a mod before (can't remember the name of it, but it was on Doomworld).
2. How do I keep an item from spawning under certain conditions (for example; the ceiling is too low, the player doesn't have the right weapons yet, and so on)?

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- **ozymandias81**
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   11 years 4 months ago [\#1701](#1701) by ozymandias81  Replied by *ozymandias81* on topic *[Replacing stuff with other stuff](https://www.realm667.com/forum/the-workshop/306-replacing-stuff-with-other-stuff#1701 "So, just for fun, I'm writing one of those custom PK3s that randomly replaces items and monsters with harder ones. I've got a couple of questions:

* How do I replace a single item placed on a map with two items? I've seen this done on a mod before (can't remember the name of it, but it was on Doomworld).
* How do I keep an item from spawning under certain conditions (for example; the ceiling is too low, the player doesn't have the right weapons yet, and so on)?")*

 While I'm not completely sure if this thread belongs really to The Workshop one or any other r667s, I'll try to answer your questions:

1. Just try to use an actor that has properly states in it that will spawn 2/3 copies of the same actor with A_Jump / A_SpawnItem tricks via decorate (jump for the state, spawn for the desired actor)
2. It's a bit tricky to explain I think, but surely you must use external compiled acs + CallACS functions to get rid such stuff. Sorry to not give to you any clue, I'm a bit busy ATM and I just wanted to be of some help for the purpose.

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