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Fun fact, guards responding to being attacked was originally meant only for guards that are attacked while they see you and therefore see you coming. :D However, I couldn't get it to work: by the time the attack 'trigger' comes in, they're technically already KO, and not actually looking at you anymore, so I gave up and implemented the current version, instead... I'm not fully satisfied with it, though. Maybe I'll try to make it work again later.
Thanks for the feedback. Any particular kind of line that was bothering you?
I'll add a mod option to tweak how often you get the lines soon, I've been meaning to get around to that..
It's a bug I was begged not to fix because of how stupidly funny some people found it, but in the current version, it should be very rare. :' )
I use these agent mods: Agents Mod Combo, Red, Dosan, Age of Lever (some movie or TV series I think), Talon Recruitment (agents from Overwatch).
(That said, the specifics of what Checksum does is all Mobbstar, and a lot more awesome than my much tamer suggestions for it. He deserves all the kudos.)
The mod description lists which custom agents are supported in this mod. Currently that's just Mist, Ghuff, N-Umi and Dr. Pedler from the Mods Combo. So no, other mod agents are not yet supported.
The generic algorithm in the Red mod is primarily about gameplay balance/not nerfing the ability if you have custom agents on your team. This mod, on the other hand, is just fluff with no bearing on mechanics. ^^ So agents get lines if there's someone willing to write them and do a good job at it.
This mod doesn't seem to work with custom agents. I haven't tested it much on normal agents yet though, the mod's pretty new to me. I'm not asking that you add entire custom lines for these agents, but just make it so that they can use some of the more generalised lines, if that's possible.
A good example of a mod that works kinda like this would be the Red custom agent mod that brings in a new unique augment for that agent. This augment activates algorithms when a friendly agent is wounded. For each base game agent, it activates a different algorithm. For instance, Decker activates "Chase()" and Internationale activates "Triangulate()". How this guy dealt with the problem of custom agents, is a good idea. All custom agents activate the same algorithm, "Checksum()".
If you actually have done something like this, then it might just be a bug on my side or I've somehow missed it...