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