function parse_weapons($id) { global $pc; $weapons = get_field('weapons', $id); foreach ($weapons as $weapon) { $name = $weapon['name']; $range = $weapon['range']; $tags = array(); $data_tags = $weapon['tags']; foreach ($data_tags as $tag) { $tag_name = $tag->post_title; $tag_text = $tag->post_content; $tags[] = array("name" => $tag_name, "text" => $tag_text); } $damage = get_weapon_damage($weapon); $item = array("name" => $name, "range" => $range, "damage" => $damage, "tags" => $tags); $pc->set_weapons($item); } }
function parse_weapons($id) { global $pc; $weapons = get_field('weapons', $id); if ($weapons) { foreach ($weapons as $weapon) { $name = $weapon['name']; $range = $weapon['range']; $tags = array(); $data_tags = $weapon['tags']; foreach ($data_tags as $tag) { $tag_name = $tag->post_title; $tag_text = $tag->post_content; $tags[] = array( "name" => $tag_name, "text" => $tag_text ); } $damage = get_weapon_damage($weapon); $tier = get_field('weapon_tier', $id); if ($tier) { switch ($tier) { case null: $tier = 0; break; case 'mundane': $tier = 0; break; case 'lesser': $tier = 1; break; case 'greater': $tier = 2; break; case 'relic': $tier = 3; break; case 'artifact': $tier = 4; break; } } $item = array( "name" => $name, "tier" => $tier, "range" => $range, "damage" => $damage, "tags" => $tags ); $pc->set_weapons($item); } } }