﻿
# 2.6.1 Bounty Office roster sorting. Run from a registered hunter; the roster owner is saved as
# scope:ddm_hunter_roster_owner while the UI list is rebuilt.
ddm_hunter_ui_sort_value = {
    value = 0
    if = {
        limit = { scope:ddm_hunter_roster_owner.var:ddm_hunter_sort_mode = 1 }
        if = { limit = { has_variable = ddm_hunter_level } add = { value = var:ddm_hunter_level multiply = 100000 } }
        if = { limit = { has_variable = ddm_hunter_xp } add = var:ddm_hunter_xp }
    }
    else_if = {
        limit = { scope:ddm_hunter_roster_owner.var:ddm_hunter_sort_mode = 2 }
        if = { limit = { has_variable = ddm_hunter_xp } add = { value = var:ddm_hunter_xp multiply = 100 } }
        if = { limit = { has_variable = ddm_hunter_level } add = var:ddm_hunter_level }
    }
    else_if = {
        limit = { scope:ddm_hunter_roster_owner.var:ddm_hunter_sort_mode = 3 }
        if = { limit = { has_variable = ddm_hunter_wins } add = { value = var:ddm_hunter_wins multiply = 10000 } }
        if = { limit = { has_variable = ddm_hunter_losses } subtract = { value = var:ddm_hunter_losses multiply = 100 } }
        if = { limit = { has_variable = ddm_hunter_xp } add = var:ddm_hunter_xp }
    }
    else_if = {
        limit = { scope:ddm_hunter_roster_owner.var:ddm_hunter_sort_mode = 4 }
        if = { limit = { has_variable = ddm_hunter_live_captures } add = { value = var:ddm_hunter_live_captures multiply = 10000 } }
        if = { limit = { has_variable = ddm_hunter_wins } add = { value = var:ddm_hunter_wins multiply = 100 } }
        if = { limit = { has_variable = ddm_hunter_xp } add = var:ddm_hunter_xp }
    }
    else_if = {
        limit = { scope:ddm_hunter_roster_owner.var:ddm_hunter_sort_mode = 5 }
        if = { limit = { has_variable = ddm_hunter_kills } add = { value = var:ddm_hunter_kills multiply = 10000 } }
        if = { limit = { has_variable = ddm_hunter_wins } add = { value = var:ddm_hunter_wins multiply = 100 } }
        if = { limit = { has_variable = ddm_hunter_xp } add = var:ddm_hunter_xp }
    }
    else = {
        value = prowess
        multiply = 10000
        add = { value = martial multiply = 100 }
        add = intrigue
    }
}
