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- # objectives setup
- # <objective id ID>
- # the numerical id of an objective. One will be assigned by the system
- # <objective name NAME>
- # <objective owner TEAM_ID>
- # <objective type TYPE>
- # <objective econ N>
- # ECON now refers to the gold value of an objective
- # ECON is displayed to the player as a gold value only if above 0
- # ECON is specific to single objectives and now zeroed below
- # <objective trigger on capture EVENT_ID (REPEAT?)>
- # triggers event EVENT_ID when base is captured
- # if event id is preceeded by a exclaimation point, it will refer to an event on the map
- # the following global variables will be set referring who captured who it is being catpured from
- # $capturing_squad
- # $captued_objective
- # $objective_owner
- # variables set when an interaction is preformed
- module Objectives
- ECON = {}
- # Economic defaults setup
- # ECON[:type] = (amount)
- ECON[:goldmine] = 0
- ECON[:gemmine] = 0
- ECON[:obsidianmine] = 0
- ECON[:pyrocitemine] = 0
- ECON[:sunstonemine] = 0
- ECON[:ironmine] = 0
- ECON[:stables] = 0
- ECON[:village] = 0
- ECON[:town] = 0
- RESOURCES = {}
- # Resources defaults
- # RESOURCES[:building_type] = { (item_id) => (amount) }
- # sets default resources given
- # RESOURCES[:tag] = { (item_id) => (amount) }
- # a tag can be added to add attach a set of resources
- RESOURCES[:goldmine] = { } # empty braces means no item given
- RESOURCES[:village] = { }
- RESOURCES[:town] = { }
- # change the zeroes
- RESOURCES[:gemmine] = { 14 => 3 }
- RESOURCES[:obsidianmine] = { 12 => 3}
- RESOURCES[:pyrocitemine] = { 15 => 3}
- RESOURCES[:sunstonemine] = { 13 => 3}
- RESOURCES[:ironmine] = { 10 => 3 }
- RESOURCES[:stables] = { 16 => 3}
- end
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