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Hollis
Senior Member
Lone Wolf Staff
 
Join Date: Aug 2012
Posts: 779

Old November 7th, 2016, 09:31 AM
Quote:
Originally Posted by Mjolnirh View Post
ok I got it oddly enough here are the scripts that worked.

var bonbon as number

if (#totallevelcount[] >= 8) then
bonbon = 1
endif
if (#totallevelcount[] >= 12) then
bonbon = 2
endif
if (#totallevelcount[] >= 17) then
bonbon = 3
endif

hero.child[iThaas].field[Bonus].value = hero.child[iThaas].field[Bonus].value + bonbon

var iLevel as number
var sText as string
iLevel = #totallevelcount[]
if (iLevel >= 8) then
sText = "1d6"
endif
if (iLevel >= 11) then
sText = "2d6"
endif
if (iLevel >= 16) then
sText = "3d6"
endif
if (iLevel >= 20) then
sText = "4d6"
endif


sText = " plus " & sText & " radiant"
#extradamage[hero.child[iThaas], sText, field[thingname].text]
When you have a lot of if statements testing the same value, using elseifs can make the code clearer and easier tot read. Like so:

Code:
if (iLevel >= 20) then
  sText = "4d6"
elseif (iLevel >= 16) then
  sText = "3d6"
elseif (iLevel >= 11) then
  sText = "2d6"
elseif (iLevel >= 8) then
  sText = "1d6"
  endif

sText = " plus " & sText & " radiant"
#extradamage[hero.child[iThaas], sText, field[thingname].text]
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