#SW - Chronicles of Talera regen rate script by Kardiophylax START
common_regeneration_store_info = (
0, 0, ti_once, [], [ # run this only once at the start of battle
(get_player_agent_no, "$agent_for_player"), # these aren't required, I use them for other things
#(agent_get_team, "$agent_for_player_team", "$agent_for_player"), # these aren't required, I use them for other things
(try_for_agents, "$talera_agent"),
#(agent_set_slot, "$talera_agent", slot_agent_regen_rate, 0), # this is probably redundant, I think all agents have new, fresh ids when created
(try_end),
(try_for_agents, "$talera_agent"),
(agent_get_troop_id, "$agent_troop_type", "$talera_agent"),
(try_begin),
(is_between, "$agent_troop_type", kings_begin, kings_end),
(agent_set_slot, "$talera_agent", slot_agent_regen_rate, 4),
(else_try),
(is_between, "$agent_troop_type", kingdom_heroes_begin, kingdom_heroes_end),
(agent_set_slot, "$talera_agent", slot_agent_regen_rate, 3),
(try_end),
(try_end),
# for testing
(agent_set_slot, "$agent_for_player", slot_agent_regen_rate, 4),
]
)
common_regeneration = (
1, 0, 0, [], [
(try_for_agents, "$talera_agent"),
(agent_is_alive, "$talera_agent"),
(agent_get_slot, ":regen_rate", "$talera_agent", slot_agent_regen_rate),
(ge, ":regen_rate", 1),
(store_agent_hit_points, ":agent_health", "$talera_agent", 1),
(val_add, ":agent_health", ":regen_rate"),
(agent_set_hit_points, "$talera_agent", ":agent_health", 1),
(try_end),
]
)
#SW - Chronicles of Talera regen rate script by Kardiophylax END
#SW - added regen for certain agents
common_regeneration_store_info,
common_regeneration,
#SW - Chronicles of Talera regen rate script by Kardiophylax START
slot_agent_regen_rate = 145
#SW - Chronicles of Talera regen rate script by Kardiophylax END
#TLW - Chronicles of Talera modified regen rate script by Kardiophylax START
common_regeneration_store_info = (
0, 0, 14, [], [
(get_player_agent_no, "$players_agent"),
(agent_is_alive, "$players_agent"),
(store_agent_hit_points, ":agent_health", "$players_agent", 1),
(try_begin),
(is_between, ":agent_health", 1, 5),
(agent_set_slot, "$players_agent", slot_agent_regen_rate, 2),
(else_try),
(is_between, ":agent_health", 5, 25),
(agent_set_slot, "$players_agent", slot_agent_regen_rate, 1),
(else_try),
(is_between, ":agent_health", 25, 9999),
(agent_set_slot, "$players_agent", slot_agent_regen_rate, 0),
(try_end),
]
)
common_regeneration = (
1, 0, 0, [], [
(try_for_agents, "$players_agent"),
(agent_is_alive, "$players_agent"),
(agent_get_slot, ":regen_rate", "$players_agent", slot_agent_regen_rate),
(ge, ":regen_rate", 1),
(store_agent_hit_points, ":agent_health", "$players_agent", 1),
(val_add, ":agent_health", ":regen_rate"),
(agent_set_hit_points, "$players_agent", ":agent_health", 1),
(try_end),
]
)
#TLW - Chronicles of Talera modified regen rate script by Kardiophylax END
(
"lead_charge",mtf_battle_mode,charge,
"You lead your men to battle.",
[
(1,mtef_defenders|mtef_team_0,0,aif_start_alarmed,12,[]),
(0,mtef_defenders|mtef_team_0,0,aif_start_alarmed,0,[]),
(4,mtef_attackers|mtef_team_1,0,aif_start_alarmed,12,[]),
(4,mtef_attackers|mtef_team_1,0,aif_start_alarmed,0,[]),
],
[
(ti_on_agent_spawn, 0, 0, [],
[
(store_trigger_param_1, ":agent_no"),
(call_script, "script_agent_reassign_team", ":agent_no"),
(assign, ":initial_courage_score", 5000),
(agent_get_troop_id, ":troop_id", ":agent_no"),
(try_begin), #add this
(eq, ":troop_id", "trp_demigod"),
(agent_set_slot, ":agent_no", slot_agent_regen_rate, 4),
(try_end),
...
(agent_set_slot, ":agent_no", slot_agent_courage_score, ":initial_courage_score"),
]),
common_battle_init_banner,
common_regeneration, #and this
Apologies if my tone said otherwise, but I wasn't trying to appear short or as if my nerves were ruffled...just trying to point in a better direction. Better to have posted here than a new thread of course.Onitenshi said:Caba` drin
I am sorry, i didn't want to go on the nerves of the "wise" ones.
(ti_on_agent_spawn, 0, 0, []
[
(store_trigger_param_1, ":agent_no"),
(agent_get_troop_id, ":troop_id", ":agent_no"),
(store_skill_level, ":ironflesh_level", "skl_ironflesh", ":troop_id"),
(store_skill_level, ":persuasion_level", "skl_persuasion", ":troop_id"),
(val_sub, ":ironflesh_level", 1),
(val_max, ":ironflesh_level", 0), #eliminate negative results
(val_mul, ":ironflesh_level", 3),
(val_sub, ":persuasion_level", 1),
(val_max, ":persuasion_level", 0), #eliminate negative results
(val_mul, ":persuasion_level", 11),
(val_add, ":ironflesh_level", ":persuasion_level"),
(agent_set_slot, ":agent_no", slot_agent_regen_rate, ":ironflesh_level"),
]
),
val_min : compare 2 values/numbers and keep the smaller/smallest (min) value/number.Now u tell me it's the opposite and it works... that makes no sense (in my logic. not that u are right, but how they are named -.-;; )... or do i miss something?