= evt.inflictor.traits.up.req)
{
// Notify the player.
if (this.traits.id.specific)
console.write(this.traits.id.specific + " has gained a promotion!");
else
console.write("One of your units has gained a promotion!");
// Reset his upgrade points.
evt.inflictor.traits.up.curr = 0;
// Transmogrify him into his next rank.
evt.inflictor.template = getEntityTemplate(evt.inflictor.traits.up.newentity);
}
}
// If the fallen is worth any loot,
if (this.traits.loot && (this.traits.loot.food || this.traits.loot.wood || this.traits.loot.stone || this.traits.loot.ore))
{
// Give the inflictor his resources.
if (this.traits.loot.food)
getGUIGlobal().GiveResources("Food", parseInt(this.traits.loot.food));
if (this.traits.loot.wood)
getGUIGlobal().GiveResources("Wood", parseInt(this.traits.loot.wood));
if (this.traits.loot.stone)
getGUIGlobal().GiveResources("Stone", parseInt(this.traits.loot.stone));
if (this.traits.loot.ore)
getGUIGlobal().GiveResources("Ore", parseInt(this.traits.loot.ore));
}
// Notify player.
if( evt.inflictor )
console.write( this.traits.id.generic + " got the point of " + evt.inflictor.traits.id.generic + "'s Gladius." );
else
console.write( this.traits.id.generic + " died in mysterious circumstances." );
// Make him cry out in pain.
curr_pain = getGUIGlobal().newRandomSound("voice", "pain", this.traits.audio.path);
curr_pain.play();
// We've taken what we need. Kill the swine.
this.kill();
}
else if( evt.inflictor && this.actions.attack )
{
// If we're not already doing something else, take a measured response - hit 'em back.
// You know, I think this is quite possibly the first AI code the AI divlead has written
// for 0 A.D....
if( this.isIdle() )
this.order( ORDER_ATTACK, evt.inflictor );
}
]]>