Comment 16 for bug 895031

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Darkstorm (bynnar-starblade) wrote :

Definitly for this! I'm purposing code kind of like this though:

[SLAVETHING]
...
                      ; Original Slave Code
Enslaves=EnslavedUnit ;Unhardcode for any type of unit please
SlavesNumber=number
SlaveRegenRate=number
SlaveReloadRate=number
                      ;New Slave Code
Slaves.Mission=type of mission ;guard,hunt,harvest,deploy,sleep,etc
Slaves.Freed=behavior ;one of a few things:
Slaves.MutateAnim=animation ;animation to play on mutation effect (see bottom)

Now Behavior can mean a number of things:

0 = Default, liberated
1 = remain loyal
2 = become neutral
3 = die
4 = mutate