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builder of the gods

Sergeant at Arms
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
插入代码块:
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:
插入代码块:
common_battle_rage_count,
common_battle_rage_benefits,
common_battle_rage,
 
builder of the gods 说:
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
插入代码块:
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:
插入代码块:
common_battle_rage_count,
common_battle_rage_benefits,
common_battle_rage,


messaged you
 
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