| Murmur  Apprentice
 
  
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			| @Hit, ARGN1 and floatval/feval 
 
				Whats up guys, I was cruising along on my custom @Hit algorithms and I was making major progress until I hit this scenario and I can't figure out the magic formula.
 Ok, so in my @Hit I have a long equation that, lets just say for ease, set ARGN1 = 22
 
 That formula has been tested extensively ingame and works great.
 
 Then I wanted to grant a bonus to that ARGN1 algorithm if the weapon in question was a 2hander.
 
 So I simply wanted to take my ARGN1 = 22, and give a 10% bonus if it was a 2hander instead of a 1hander.
 
 So logically I make ARGN1 = 22 * 1.1
 
 Well, in the debugging process I instantly saw that eval was dropping it.
 
 So I instantiated a variable, LOCAL.TWHOHANDBONUS equal to 1.1, and I tried 0.1, and I tried .1
 
 Next I tried <floatval <LOCAL.TWOHANDBONUS>>, <floatval <fval <LOCAL.TWOHANDBONUS>>>
 
 None of which worked, so here I am asking for help, I need to take my ARGN1 value in @Hit and add 10% to it, any ideas?
 
 Thanks as always for the help.
 -Murmur
 
 I just thought about maybe doing all the math outside of ARGN1, then calling the result via a variable on the ARGN1 line?
 
 Found the FLOAT.*** information in the WIKI, and I tried to do FLOAT.TWOHANDSBONUS = 1.1
 
 I did ARGN1=22*<FLOAT.TWOHANDSBONUS> and it creates some massive numbers.. So still looking for the solution.
 *you glance to your left to a region you just surveyed... you glimpse a magical being, more shadow than substance, caught midway in transformation... the figure smiles, the corners of his mouth jut upwards slightly on the edges, suddenly stretched to a length not at all human...*
 
				
(This post was last modified: 05-10-2017 03:41 PM by Murmur.)
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	| 05-10-2017 03:06 PM |  | 
	
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		| Murmur  Apprentice
 
  
   Posts: 33
 Likes Given: 3
 Likes Received: 2 in 2 posts
 Joined: Feb 2013
 Reputation: 0
 
 
 
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			| RE: @Hit, ARGN1 and floatval/feval 
 
				Ok I got the result I wanted using Muldiv: 
LOCAL.HitPassToARGN1 = 22 
LOCAL.HitPassToARGN1Percent10 = <muldiv <LOCAL.HitPassToARGN1> 10 100>
 
ARGN1 = <LOCAL.HitPassToARGN1> + <LOCAL.HitPassToARGN1Percent10>
 
Seems like there is an easier way but maybe not, any suggestions would be helpful.    
As always, thanks for the help
			*you glance to your left to a region you just surveyed... you glimpse a magical being, more shadow than substance, caught midway in transformation... the figure smiles, the corners of his mouth jut upwards slightly on the edges, suddenly stretched to a length not at all human...*
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	| 05-10-2017 04:10 PM |  | 
	
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