TobyFox2002
Well-known member
I have two new gear slots that I am trying to create or "Fake." I've tried twenty ways from Tuesday to force the editor to recognize a new gear slot including copy and paste the xml datafile section on gear slots with new information. It failed.
So, now I'm going to use exsisting mixing it with User tags and eval rules to fake the game into thinking there are two new types. I have code that I think "should" work but for some reason its not giving any errors when I think it should.
I am trying to create a Horn Ring for Unicorns and other horned creatures and "Wing Attachment" for Pegasi and other feathered winged fliers. Both can only have one of each equipped.
Is the code I have been trying to attach to the ring I have as a test item. Granted I know almost nothing about foreach and I'm just doing copy and paste from other sources. But it compiles properly. Also, I know this code isnt checking if the item is equipped. I'll get to that after I get this first part working.
Any ideas on what I'm doing wrong.
So, now I'm going to use exsisting mixing it with User tags and eval rules to fake the game into thinking there are two new types. I have code that I think "should" work but for some reason its not giving any errors when I think it should.
I am trying to create a Horn Ring for Unicorns and other horned creatures and "Wing Attachment" for Pegasi and other feathered winged fliers. Both can only have one of each equipped.
Code:
foreach pick in hero from BaseEquip where "gType.Ring"
validif (each.tagis[User.HornRing] <= 1) then
nexteach
Is the code I have been trying to attach to the ring I have as a test item. Granted I know almost nothing about foreach and I'm just doing copy and paste from other sources. But it compiles properly. Also, I know this code isnt checking if the item is equipped. I'll get to that after I get this first part working.
Any ideas on what I'm doing wrong.