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Member
Join Date: Aug 2018
Location: Texas
Posts: 87
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I forgot to mention that I had a second Eval script that is as follows:
~ If we're not shown, just get out now doneif (tagis[Helper.ShowSpec] = 0) ~ If we're disabled, do nothing doneif (tagis[Helper.Disable] <> 0) ~ Now foreach through and carry out calculations to replace the wMain tag if the average ~ damage of our current tag is higher than the current one. var curdicenum as number var curdicesiz as number var curwepavg as number var dotpos as number var tagstring as string var searchexpr as string searchexpr = "IsWeapon.wUnarmed" foreach pick in hero from BaseWep where searchexpr ~We have the option of using Dex instead of Str for attack and damage perform eachpick.assign[MelAttOpt.aDEX] perform eachpick.assign[DamageOpt.aDEX] ~See if our replacement damage would offer a better average damage than what the weapon can currently deal ~debug "We're active. This is " & eachpick.idstring curdicenum = eachpick.field[wDieCount].value curdicesiz = eachpick.field[wDieSize].value ~debug "curdicenum is " & curdicenum ~debug "curdicesiz is " & curdicesiz curwepavg = (curdicesiz + 1)/2 curwepavg *= curdicenum ~debug "After calculations, curwepavg is " & curwepavg & " and our threshold is " & field[abValue].value if (field[abValue].value > curwepavg) then ~debug "Ability is pushing the higher tag." eachpick.field[wDieCount].value = field[wDieCount].value eachpick.field[wDieSize].value = field[wDieSize].value endif nexteach |
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