forceChargeOnAllAI
An eventCall to make all spawned ai in an idEncounterManager charge the player.
Usage
item[0] = {
eventCall = {
eventDef = "forceChargeOnAllAI";
args = {
num = 0;
}
}
}
Example Usage
item[0] = {
eventCall = {
eventDef = "waitAIRemaining";
args = {
num = 3;
item[0] = {
eEncounterSpawnType_t = "ENCOUNTER_SPAWN_ANY";
}
item[1] = {
int = 0; // desired_remaing_ai_count
}
item[2] = {
string = "priority"; // group_label
}
}
}
}
item[1] = {
eventCall = {
eventDef = "waitAIRemaining";
args = {
num = 3;
item[0] = {
eEncounterSpawnType_t = "ENCOUNTER_SPAWN_ANY";
}
item[1] = {
int = 3; // desired_remaing_ai_count
}
item[2] = {
string = "fodder"; // group_label
}
}
}
}
item[2] = {
eventCall = {
eventDef = "forceChargeOnAllAI";
args = {
num = 0;
}
}
}
Here, we wait until all ai with the priority label are killed, then we wait until only 3 fodder remain, and we use forceChargeOnAllAI, so that the player does not have to go around hunting stray fodder to finish the encounter.
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