Quote:
Originally Posted by Kendall-DM
It was never doing it for me, so I just decided to code it myself.
|
Yep appears you are correct. Good job on the above code. Wonder if someway to do a more global fix instead of having to do a Replace ID....
Also playing around I found that when the double weapon prints it is actually correct. You can see this when you do a
File->Print Preview... Leading to the idea that double weapons displayed in HL should take into account the 1.5 Str.
Here is the changed code to prevent double weapons when printed from getting a x2 str bonus:
Code:
~<<Post-Attributes (Users) 1000>>
~ If we're in output mode, don't do anything
doneif (state.isoutput <> 0)
~ Fix for double weapons (HL workaround).
~ If we're not equipped, do nothing.
var result as number
result = field[gIsEquip].value
if (container.ishero = 0) then
result += container.parent.field[gIsEquip].value
endif
doneif (result = 0)
~ Determine if we are used in both hands but not as a double weapon.
if (container.ishero <> 0) then
doneif (field[wIsDouble].value <> 0)
field[wDamBonus].value += round(hero.child[aSTR].field[aModBonus].value / 2, 0, -1)
else
doneif (container.parent.field[wIsDouble].value <> 0)
container.parent.field[wDamBonus].value += round(hero.child[aSTR].field[aModBonus].value / 2, 0, -1)
endif