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remove extraAttack from items look

mmheo

New Member
Joined
Sep 14, 2017
Messages
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hello guys
i want to remove extraAttack from items look
anyone can help me ? 0.4
Code:
else if(it.weaponType != WEAPON_NONE)
    {
        bool begin = true;
        if(it.weaponType == WEAPON_DIST && it.ammoType != AMMO_NONE)
        {
            begin = false;
            s << " (Range:" << int32_t(item ? item->getShootRange() : it.shootRange);
            if(it.attack || it.extraAttack || (item && (item->getAttack() || item->getExtraAttack())))
            {
                s << ", Atk " << std::showpos << int32_t(item ? item->getAttack() : it.attack);
                if(it.extraAttack || (item && item->getExtraAttack()))
                    s << " " << std::showpos << int32_t(item ? item->getExtraAttack() : it.extraAttack) << std::noshowpos;
            }

            if(it.hitChance != -1 || (item && item->getHitChance() != -1))
                s << ", Hit% " << std::showpos << (item ? item->getHitChance() : it.hitChance) << std::noshowpos;
        }
        else if(it.weaponType != WEAPON_AMMO && it.weaponType != WEAPON_WAND)
        {
            if(it.attack || it.extraAttack || (item && (item->getAttack() || item->getExtraAttack())))
            {
                begin = false;
                s << " (Atk:";
                if(it.abilities.elementType != COMBAT_NONE && it.decayTo < 1)
                {
                    s << std::max((int32_t)0, int32_t((item ? item->getAttack() : it.attack) - it.abilities.elementDamage));
                    if(it.extraAttack || (item && item->getExtraAttack()))
                        s << " " << std::showpos << int32_t(item ? item->getExtraAttack() : it.extraAttack) << std::noshowpos;

                    s << " physical + " << it.abilities.elementDamage << " " << getCombatName(it.abilities.elementType);
                }
                else
                {
                    s << int32_t(item ? item->getAttack() : it.attack);
                    if(it.extraAttack || (item && item->getExtraAttack()))
                        s << " " << std::showpos << int32_t(item ? item->getExtraAttack() : it.extraAttack) << std::noshowpos;
                }
            }

bump

bump
 
So just remove it then?

C++:
else if(it.weaponType != WEAPON_NONE)
    {
        bool begin = true;
        if(it.weaponType == WEAPON_DIST && it.ammoType != AMMO_NONE)
        {
            begin = false;
            s << " (Range:" << int32_t(item ? item->getShootRange() : it.shootRange);
            if(it.attack || (item && (item->getAttack())))
            {
                s << ", Atk " << std::showpos << int32_t(item ? item->getAttack() : it.attack);
            }

            if(it.hitChance != -1 || (item && item->getHitChance() != -1))
                s << ", Hit% " << std::showpos << (item ? item->getHitChance() : it.hitChance) << std::noshowpos;
        }
        else if(it.weaponType != WEAPON_AMMO && it.weaponType != WEAPON_WAND)
        {
            if(it.attack || (item && (item->getAttack())))
            {
                begin = false;
                s << " (Atk:";
                if(it.abilities.elementType != COMBAT_NONE && it.decayTo < 1)
                {
                    s << std::max((int32_t)0, int32_t((item ? item->getAttack() : it.attack) - it.abilities.elementDamage));

                    s << " physical + " << it.abilities.elementDamage << " " << getCombatName(it.abilities.elementType);
                }
                else
                {
                    s << int32_t(item ? item->getAttack() : it.attack);
                }
            }
 
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