Not really need help on this but I solved the problem myself but I thought I'd share anyway
So I'm designing the ingame shop system Brock can use to purchase power ups and health items. For the most part it all works perfectly... Except when I'm trying to get the shop owner to ask the player if they want to replace an item if they already have one in their inventory.
The way I've set up the system is that the first icon has values that basically tell the second icon (The decision maker) what item the player is buying. Through a process of secondary values for the second icon it decides at what point the player was.
First choosing an item (Deci 0) then if they would like to buy it (Deci 1) or if they don't have enough money (Deci 2) then if they want it in their backpack/on hand (Deci 3) agreeing to buy it (Deci 4) and finally if they need to replace what they have (Deci 5) and that's where it all went tricky. The first time the system asked the player if they want to replace the selected item. The value of the decision time activates/deactivates any unnecessary extra coding and all choices were limit condition (Only one action when events looped.)
So far so good, but then on the second attempt it just let's the player buy straight away! Tearing my hair out over what was wrong with the system, I finally decided to draw up a flowchart and figured I could do it with 3 step process rather than a five step one. Just as I was about to scrap the work, I saw what was wrong... The final choice was activated... And remained activated. Because I already put a limit condition on the line of code, the game couldn't redo decision 5 because it would looped, therefore it no longer needs to do it again, by activating/deactivating it ensures that the player will always be asked the replace item questions.
All this just to ask if the player wants to replace an apple with pizza! It's funny how the hardest problems are often the easiest ones to solve.