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Old December 8th, 2006, 12:48 AM
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Kana Kana is offline
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Default Re: Component-dependant engines

Quote:
shinigami said:
I didn't catch it earlier but Phoenix-D's posting of how SJ used the "Get_Design_Ability_Total" function is a great workaround to not being able to add our own ability types. Using it you can make one AI tag stand in for any number of dummy abilities just by using different amounts for "Amount1" and/or "Amount2."

Ex: AI Tag 01 with an Amount1 of 1 and AI Tag 01 with an Amount1 of 2 could stand for two completely different abilities by using the function call "(Get_Design_Ability_Total("AI Tag 01", 1) = 1)" or "(Get_Design_Ability_Total("AI Tag 01", 1) = 2)" respectively in the requirements field.

I hope this ramble makes sense!
And if this works, then we wouldnt be limited to just 20 AI Tags...
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Old December 8th, 2006, 12:53 AM
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Default Re: Component-dependant engines

I don't see why it matters though. The AI scripts can add components directly by a name reference so no special ability tricks are needed. It can't evaluate the ability amounts so most of the special tricks discussed here and really only useful for player restrictions. The AI will have to be told when and how many of these components to add.
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