diff --git a/Edit Scripts/Armor Stats and Requirements.pas b/Edit Scripts/Armor Stats and Requirements.pas index f63e847..e78183a 100644 --- a/Edit Scripts/Armor Stats and Requirements.pas +++ b/Edit Scripts/Armor Stats and Requirements.pas @@ -159,7 +159,7 @@ function Finalize: integer; armorRating: double; armorTypeSet: bool; armorType, armorName, moduleID, modName, modID: string; - cnam, arma, flags: IInterface; + cnam, flags: IInterface; slIngredients, slIngredientNames, slOutput, slCTIngredients, slFlags, slots: TStringList; module, modJSON, json, outputJSON: TJsonObject; begin @@ -175,7 +175,7 @@ function Finalize: integer; ShellExecute(0, nil, 'powershell', '[guid]::NewGuid().ToString() > Armor` Export\Ingredients.txt; [guid]::NewGuid().ToString() >> Armor` Export\Ingredients.txt', nil, 0); InputQuery('Armor Stats and Requirements', 'Armor Name', armorName); - InputQuery('Create mod?', 'Mod name or empty for no mod', modName); + InputQuery('Character Tracker mod', 'Mod name or empty for no mod', modName); // Go through every armor piece for i := 0 to slCobj.Count - 1 do begin @@ -183,13 +183,12 @@ function Finalize: integer; AddMessage(' Equipping '+slCobj[i]); // Get the Armor Addon to check its armor slots - arma := LinksTo(ElementByPath(cnam, 'Armature\MODL')); - flags := ElementByPath(arma, 'BOD2\First Person Flags'); + flags := ElementByPath(cnam, 'BOD2\First Person Flags'); slFlags := TStringList.Create; slFlags.text := FlagValues(flags); if slots.Count = 0 then - slots.text := FlagValues(ElementByPath(arma, 'BOD2\First Person Flags')); + slots.text := FlagValues(ElementByPath(cnam, 'BOD2\First Person Flags')); for i := 0 to Pred(slFlags.Count) do begin slFlags.Objects[i] := TObject(geev(flags, slFlags[i]));