(set_party_battle_mode) and....

Users who are viewing this thread

havoc

Marquis
Ok so i want to use this code....

Code:
   [(set_party_battle_mode),
    (try_for_agents, ":cur_agent"),
      (agent_get_troop_id, ":cur_agent_troop", ":cur_agent"),
      (eq, ":cur_agent_troop", "trp_bandit"),
      (agent_set_team, ":cur_agent", 1),
    (try_end),
    ]],

How would i modify this code so i had say two or three enemys insted of just the one?



And is it possible for me to make it so any items that are picked up in battle are kept?
Cheers
 
Its the code that is used when you do the "hunt down fugitive" quest it trigures the fight you have with the fugitive. Its trigured by dialog.
 
I'm not sure how the game handles picking up items...  You can try and adjust the melee mission_template to allow for inventory looking, and see what happens when you pick up an item.

I think this is tied to the "action_key" or something like that.  Try and search for where that might be called.  It might be that weapons on the ground are scene objects.  if that is the case you can do a trigger check for when the "action_key" is pressed, and see what object the player is interacting with, then add it to their inventory...

This is just theory, but it might be a place to start.  (make your own field looting kit!)
 
Ok, no idea about that looting thingie, but I've been playing with that script alot...

Ok. At the moment it's getting the current agent, as in the guy you are talking to, and making him attack you. I think it does it this way so that you can have one troop type and yet the code doesn't set off everyone with that troop type. It may be worth creating a new troop, putting three of them in the scen and changing the "cur_agent" stuff to a specific troop id.

Sorry, ain't got my module system at the moment so I can;t check it for you. But but might work...

 
Back
Top Bottom