(This system is very old, but the easiest to begin with, I think... so I'll ask here because the chances of someone checking posts in the vault of this system nowadays is very small. (Last answered post from years ago)
I just have a few problems understanding the logic of it. My module uses only Jungle climate (always hot/humid) so everywhere you go outside, you get your butt kicked by penalties. I'm trying to modify it so you have weapons against it (light clothing, water, if it's raining, a hat...)
Here's something I just don't understand,
object oArmor = GetItemInSlot(INVENTORY_SLOT_CHEST, oPC);
switch (GetLocalInt(oMod, VAR_SEASON_STORE))
{ case SEASON_SUMMER:
case SEASON_FALL:
if (oArmor != OBJECT_INVALID && GetWeight(oArmor) > 25)
nElementFactor += 4;
else
nElementFactor -= 4;
The logic behind the whole system seems to be that nElementFactor is a bad thing. (Hot climates add the factor variable) But to me this sentence looks strange.
Converting it into how I understand it: If the armor is not heavier than 25lbs. you get ElementFactor +4... Object Invalid and >25 = "If it is not this." ? Or am I misunderstanding this ?
No wait... does this mean if the object is not armor at all ? I'm confused, I don't understand this code O.o
EDIT: I'm confused but... is this just an item loop that finds the armor you are wearing so it doesn't confuse it with other items = hence the object invalid ? I have never used && marks so I've no clue what this is... I'm guessing this infact means it's just a loop of items... But the whole part of the code has no "getnextitem" so is it then incomplete ? ummmmh... someone help my poor poor mangled brains.
*Tries to understand* It's trying to get the armor item... and then it checks if it's heavier than 25lbs... if it IS then it adds element factor ? In which case it makes no sense that there's further down a code part where it ADDS element factor when it rains... I imagine jungle people would welcome rain
Modifié par JerrodAmolyan, 15 août 2013 - 01:22 .





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