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stuartwaring
Member
 
Join Date: Jan 2015
Location: Wellington, NZ
Posts: 91

Old December 1st, 2015, 09:25 AM
I have changed it all around to use that logic - and now it does not do anything at all!

I cannot figure out why not - as far as i can see and am able to check this should work, unless it is because of the timing (it is Render phase, Priority 200,000)

Here is the current code

Code:
doneif (field[abilActive].value = 0)

    	  var iX    as number
     iX=1


  ~ Loop through all weapons that have Foe-Biter ability
      foreach pick in hero from BaseWep where "HasAbility.laFoeBite"
               
~ Assume one handed damage
        iX = 0
        ~ If two handed weapon set to two-handed damage
        If (eachpick.tagis[wClass.TwoHanded] <> 0) Then
          iX = 1
        ~ If one handed and used in two hands then damage is two-handed
        ElseIf (eachpick.tagis[wClass.OneHanded] + eachpick.tagis[Hero.MainHand] + eachpick.tagis[Hero.OffHand] = 3) Then
          iX = 1
        ~ If used in off-hand
        ElseIf (eachpick.tagis[Hero.OffHand] - eachpick.tagis[Hero.MainHand] = 1) Then
          iX = 4
        Endif

    
~checks if the weapons are legendary and equipped
if (eachpick.field[gIsLegend].value <> 0 ) then 
if (eachpick.field[gIsEquip].value <> 0) then

~Changes the damage shown
eachpick.field[wFixDamage].text = "(" & eachpick.field[wDamageTbl].arraytext[iX] & ") x2"

eachpick.field[wDamExtra].text = ""

endif
endif
nexteach
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