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
enjoy it
module_mission_templates
and ofcourse in each mission template where you want it to work in:
Will include a pic soon.
If anybody nows a WORKING bloody overlay please message me or reply
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,