OSP Code Combat HEROIC DEATHS

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So what this is bassicly does, when your dead you got 10 seconds, double damage, and double live to kill as much enemies as possible in a last heroic stand before death.
Will include a pic soon.
If anybody nows a WORKING bloody overlay please message me or reply  :mrgreen:
enjoy it

module_mission_templates
Code:
common_battle_rage = (
  ti_on_agent_killed_or_wounded, 0, 0, [],
  [
		(try_begin),
			(store_trigger_param_1, ":hit_agent"),
			(eq, "$g_rage", 1),
			(get_player_agent_no, ":player"),
			(eq, ":hit_agent", ":player"), #when player is wounder or killed and rage = 1
			(set_trigger_result, 0), #player still lives
                        (agent_set_hit_points, ":player", 100),
			(assign, "$g_rage", 2),
			(assign, "$g_ragetime", 0),
		(try_end),
    ])
	
common_battle_rage_benefits = (	
  ti_on_agent_hit, 0, 0, [],
  [
		(try_begin),
			(eq, "$g_rage", 2),
			(store_trigger_param_1, ":hit_agent"),
			(store_trigger_param_2, ":dealing_agent"),
			(store_trigger_param_3, ":damage"),
			(get_player_agent_no, ":player"),
			(assign, ":ragedamage", ":damage"), 
			(try_begin),
				(eq, ":hit_agent", ":player"), 
				(val_div, ":ragedamage", 2), #ragedamage = 1/2 of damage
			(else_try),
				(eq, ":dealing_agent", ":player"),
				(val_mul, ":ragedamage", 2), #ragedamage = 2/1 of damage
			(try_end),
			(set_trigger_result, ":ragedamage"), 
		(try_end),
    ])
	
common_battle_rage_count = (
   1, 0 ,0 [],
   [
	(eq, "$g_rage", 2),
	(val_add, "$g_ragetime", 1),
	(eq, "$g_ragetime", 10),
	(get_player_agent, ":player_agent"),
	(agent_deliver_damage_to_agent, ":player_agent", ":player_agent", 2000), #player is dead
	(assign, "$g_rage", 1),
   ]

and ofcourse in each mission template where you want it to work in:
Code:
common_battle_rage_count,
common_battle_rage_benefits,
common_battle_rage,
 
builder of the gods said:
So what this is bassicly does, when your dead you got 10 seconds, double damage, and double live to kill as much enemies as possible in a last heroic stand before death.
Will include a pic soon.
If anybody nows a WORKING bloody overlay please message me or reply  :mrgreen:
enjoy it

module_mission_templates
Code:
common_battle_rage = (
  ti_on_agent_killed_or_wounded, 0, 0, [],
  [
		(try_begin),
			(store_trigger_param_1, ":hit_agent"),
			(eq, "$g_rage", 1),
			(get_player_agent_no, ":player"),
			(eq, ":hit_agent", ":player"), #when player is wounder or killed and rage = 1
			(set_trigger_result, 0), #player still lives
			(assign, "$g_rage", 2),
			(assign, "$g_ragetime", 0),
		(try_end),
    ])
	
common_battle_rage_benefits = (	
  ti_on_agent_hit, 0, 0, [],
  [
		(try_begin),
			(eq, "$g_rage", 2),
			(store_trigger_param_1, ":hit_agent"),
			(store_trigger_param_2, ":dealing_agent"),
			(store_trigger_param_3, ":damage"),
			(get_player_agent_no, ":player"),
			(assign, ":ragedamage", ":damage"), 
			(try_begin),
				(eq, ":hit_agent", ":player"), 
				(val_div, ":ragedamage", 2), #ragedamage = 1/2 of damage
			(else_try),
				(eq, ":dealing_agent", ":player"),
				(val_mul, ":ragedamage", 2), #ragedamage = 2/1 of damage
			(try_end),
			(set_trigger_result, ":ragedamage"), 
		(try_end),
    ])
	
common_battle_rage_count = (
   1, 0 ,0 [],
   [
	(eq, "$g_rage", 2),
	(val_add, "$g_ragetime", 1),
	(eq, "$g_ragetime", 10),
	(get_player_agent, ":player_agent"),
	(agent_deliver_damage_to_agent, ":player_agent", ":player_agent", 2000), #player is dead
	(assign, "$g_rage", 1),
   ]

and ofcourse in each mission template where you want it to work in:
Code:
common_battle_rage_count,
common_battle_rage_benefits,
common_battle_rage,


messaged you
 
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