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Level script - fixed alliances #776

Loobinex opened this Issue May 29, 2017 · 0 comments


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Loobinex commented May 29, 2017

In KeeperFX this is the current script command to create alliances:


Setting it to '0' breaks the alliance, setting it to 1 creates the alliance. However, setting up the alliance between a player and a computer player, this still allows the player to break the alliance whenever he wants, and reset it whenever he wants. This allows a player to take some rooms/creatures from his ally, and there's nothing a mapmaker can do about this. (preceding the command with a NEXT_COMMAND_REUSABLE command only makes it a bit more inconvenient).
It would be a nice addition if the mapmaker could opt for an alliance that could not be broken. A suggestion is to use the current command, and use the parameter '2' for this option.

Additionally, it would be very nice to allow a mapmaker to allow a player to break the alliance, but not reset it. (So if the player decides to betray his ally, he needs to live with the consequences.)
I think the most optimal way to unlock this feature would be by adding a new script variable 'ALLIANCES_BROKEN' that counts for each player how many times an alliance he had is terminated (by either player). To be used like this:

	QUICK_OBJECTIVE(1,"Blue will not accept this, prepare for battle.",PLAYER1)
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