Coolgamer012345

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May 26th, 2015
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  1. void Item_DamageCycle()
  2. {
  3. for(int i = 0; i <= Screen->NumLWeapons(); i += 1)
  4. {
  5. lweapon checkWep = Screen->LoadLWeapon(i);
  6.  
  7. if(checkWep->ID == LW_SWORD || checkWep->ID == LW_HAMMER)
  8. {
  9. checkWep->Damage = (Level_Counter / 1.5);
  10. }
  11.  
  12. if(checkWep->ID == LW_BRANG)
  13. {
  14. checkWep->Damage = (Level_Counter / 2);
  15. }
  16.  
  17. if(checkWep->ID == LW_BOMB)
  18. {
  19. checkWep->Damage = (Level_Counter / 2.5);
  20. }
  21.  
  22. if(checkWep->ID == LW_ARROW)
  23. {
  24. checkWep->Damage = (Level_Counter / 3);
  25. }
  26.  
  27. if(checkWep->ID == LW_REFFIREBALL || checkWep->ID == LW_REFMAGIC)
  28. {
  29. checkWep->Damage = (Level_Counter / 3.5);
  30. }
  31.  
  32. if(checkWep->ID == LW_WAND || checkWep->ID == LW_MAGIC)
  33. {
  34. checkWep->Damage = (Level_Counter / 4.5);
  35. }
  36.  
  37. }
  38. }
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