Hmm... applied damage irrespective of unit cost is far too powerful for pillage.
That should be
(damage applied / victim max hp) * bounty.modifier * victim cost
Although, if you want uber-configurable parameters then there should be
Bounty.Modifier ;percent of victim's cost to gain as bounty when killed
Pillage.AsCost.Modifier ;percent of victim's cost to gain as bounty when damaged (ratio health lost * this modifier * victim cost)
Pillage.AsDamage.Modifier ;percent of victim's cost to gain as bounty when damaged (damage dealt * this modifier)
then you don't need the Bounty.Pillage boolean.
and then the complementing
Bounty.Message/Pillage.Message
Bounty.Friendly*/Pillage.*.Friendly*
Instead of ImmuneToBounty/ImmuneToPillage, I would additionally add Bounty.Modifier and Pillage.*.Modifier to the victim. Use 1.0 as default and 0.0 to turn it off.
Hmm... applied damage irrespective of unit cost is far too powerful for pillage.
That should be
(damage applied / victim max hp) * bounty.modifier * victim cost
Although, if you want uber-configurable parameters then there should be
Bounty.Modifier ;percent of victim's cost to gain as bounty when killed AsCost. Modifier ;percent of victim's cost to gain as bounty when damaged (ratio health lost * this modifier * victim cost) AsDamage. Modifier ;percent of victim's cost to gain as bounty when damaged (damage dealt * this modifier)
Pillage.
Pillage.
then you don't need the Bounty.Pillage boolean.
and then the complementing Message/ Pillage. Message Friendly* /Pillage. *.Friendly*
Bounty.
Bounty.
Instead of ImmuneToBounty/ ImmuneToPillage , I would additionally add Bounty.Modifier and Pillage.*.Modifier to the victim. Use 1.0 as default and 0.0 to turn it off.