35% Chance you get a percentage of there map but not whole map
Note: The big Mc used to use you new avatar. Every time i see it i think i am talking to him
// Bribe Order ////////////////////////// int_t BribedType[]; unit_t BribedUnit[]; location_t BribeLocation; int_t BribeCount; int_t BRIBE_COST; HandleEvent(AirliftOrder) 'BribeOrderByPedrunn' pre { int_t num; int_t i; int_t j; int_t tmpPlayer; unit_t tmpUnit; location_t tmpLoc; location_t tmpLoc2; city_t tmpCity; tmpPlayer = g.player; BRIBE_COST = 0; BribeCount = 0; tmpLoc = location[0]; num = GetUnitsAtLocation(tmpLoc); GetCityByLocation(tmpLoc, tmpCity); if(!CityIsValid(tmpCity) && num > 0) { for(i = 0; i < num; i = i + 1){ GetUnitFromCell(tmpLoc, i, tmpUnit); BribedUnit[BribeCount] = tmpUnit; BribedType[BribeCount] = tmpUnit.type; BribeCount = BribeCount + 1; BRIBE_COST = BRIBE_COST + (Random(200) // + (30*IsFlankingUnit(tmpUnit)) // + (100*IsEliteUnit(tmpUnit)) // + (40*IsNonGroupLandUnit(tmpUnit)) // + (20*SeaTransporterCapacity(tmpUnit)) // + (40*IsAirUnit(tmpUnit)) // + (100*IsLeviathonUnit(tmpUnit)) // + (50*(1 + AS_GetAge(tmpUnit))) ); if(tmpUnit.owner == 0) { BRIBE_COST = BRIBE_COST/2; } } if(BribeCount > 0) { if(PlayerGold(tmpPlayer) > BRIBE_COST) { if(IsHumanPlayer(tmpPlayer)) { BribeLocation = BribedUnit[0].location; message(tmpPlayer, 'DoYouWantToBribe'); } else{ for(i = 0; i < BribeCount; i = i + 1) { Event: DisbandUnit(BribedUnit[i]); } for(j = 0; j < BribeCount; j = j + 1) { CreateUnit(tmpPlayer, BribedType[j], BribeLocation, 0); } AddEffect(location[0], "SPECEFFECT_REVOLUTION", "SOUND_ID_REVOLUTION"); AddGold(tmpPlayer, BRIBE_COST); } } else{ if(IsHumanPlayer(tmpPlayer)) { message(tmpPlayer, 'NotEnoughMoneyForBribe'); } } } } else{ // AddEffect(BribeLocation, "SPECEFFECT_NONE", "SOUND_ID_NONE"); // Dont exist } return STOP; } alertbox 'DoYouWantToBribe' { int_t i; int_t j; int_t tmpPlayer; tmpPlayer = g.player; show(); text(ID_DO_YOU_WANT_TO_BRIBE); Button(ID_YES) { if(Random(4) == 0) { for(i = 0; i < BribeCount; i = i + 1) { Event: DisbandUnit(BribedUnit[i]); } for(j = 0; j < BribeCount; j = j + 1) { CreateUnit(tmpPlayer, BribedType[j], BribeLocation, 0); } AddEffect(location[0], "SPECEFFECT_REVOLUTION", "SOUND_ID_REVOLUTION"); AddGold(tmpPlayer, BRIBE_COST); } else{ message(tmpPlayer, 'TheyAreGoodSoldiers'); } Kill(); } Button(ID_NO) { // if the player does accept Kill(); } } alertbox 'NotEnoughMoneyForBribe' { show(); text(ID_BRIBE_COST_TOO_HIGH); Button(ID_OK) { Kill(); } } alertbox 'TheyAreGoodSoldiers' { show(); text(ID_BRIBE_REFUSED); Button(ID_OK) { Kill(); } }
ORDER_BRIBE { Gold 0 Move 100 EventName "AirliftOrder" LocalizedName str_ldl_order_airlift StatusText str_ldl_order_airlift TargetPretest:EnemySpecialUnit UnitPretest_CanSue Range 1 CPIcon "upsi21.tga" ButtonLocation 10 DefaultIcon ICON_ORDER_INCITE_REVOLUTION Cursor 40 InvalidCursor 41 }
DO_YOU_WANT_TO_BRIBE "Great Leader, we could surely use this army for our needs but they we calculate an overall cost of {BRIBE_COST} gold from our treasury. Are you Do you want to send them the offer?" BRIBE_COST_TOO_HIGH "Unfortunetly, Our treasury cannot afford the {BRIBE_COST} gold expense for bribing these units. " BRIBE_REFUSED "The men you tried to bribe are too patriotic soldiers so they did not accept the offer."
ORDER_BRIBE "Bribe" str_ldl_order_airlift "Bribe" OK "Ok"
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