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//MAXIMUS: [if enemy captain is stronger than player, you'll fight with him] -->
if(makeint(sti(PChar.skill.Leadership)+sti(PChar.skill.Fencing)+sti(PChar.skill.Grappling))>=makeint(sti(NPChar.skill.Leadership)+sti(NPChar.skill.Fencing)+sti(NPChar.skill.Grappling)))
{
/* if(CheckAttribute(boarding_enemy,"fight") && sti(boarding_enemy.fight)==1) bDeathFight = true;// if captain was created as fantom, but not by CreateTwinCharacter
else
{*/
if(IsCharacterPerkOn(PChar, "SwordplayProfessional") && IsCharacterPerkOn(PChar, "IronWill")) bDeathFight = false;
else
{
if(IsCharacterPerkOn(NPChar, "SwordplayProfessional") && IsCharacterPerkOn(NPChar, "IronWill")) bDeathFight = true;
else bDeathFight = false;
}
// }//MAXIMUS: eliminated, because we can make a proper officer from any fantom
}
else { bDeathFight = true; }
if(IsUsedAlliesModel(NPChar)) { bDeathFight = true; }//MAXIMUS: ally's twin will always be agressive [twin officers looks strange, not so?]
//MAXIMUS: [if enemy captain is stronger than player, you'll fight with him] <--
if(frnd() < 0.5)
{
if(IsCharacterPerkOn(NPChar, "SwordplayProfessional") && GetCharacterReputation(NPChar) < REPUTATION_RASCAL) bDeathFight = true;
else bDeathFight = false;
}
else { bDeathFight = false; }
That is part of @Maximus' efforts to avoid having duplicate character models as much as possible.Get rid of the check for same model as an ally, that is not a good reason to force a deathfight. Let the player make his own decisions about having a same model around.
Does seem to make at least a bit more sense. As a quick fix, that sounds al-right to me.Obviously, we would want to look at also implementing Grey Roger's great dialogue trees later, but as a first step towards getting this in line with what was discussed, I think this works pretty good? Should improve the current system until someone has time to do a much more extensive rewrite.
Not predictable at all. At the moment, assignment of reputation is basically 100% random.Duals will remain, but be suitably rare (and somewhat predictable, bloody pirates that might be hanged may choose to fight to the death, but others will usually accept their fate)
At least you won't be hiring him. That is the main thing that is meant to be avoided.And isn't killing your officer's identical twin as weird as ransoming him?
if(player_rep > REPUTATION_NEUTRAL && compan_rep < REPUTATION_NEUTRAL)
moralemod = moralemod - (player_rep - compan_rep);
if(player_rep < REPUTATION_NEUTRAL && compan_rep > REPUTATION_NEUTRAL)
moralemod = moralemod - (compan_rep - player_rep);
//TY Changed to check on AI reputation, skills, and piracy, and random chance, to engage in dishonorable act of attacking after surrender.
if(IsCharacterPerkOn(NPChar, "SwordplayProfessional")
{
if(frnd() < 0.2)
{
if(GetCharacterReputation(PChar) > REPUTATION_NEUTRAL && GetCharacterReputation(NPChar) < REPUTATION_NEUTRAL)
{bDeathFight = true;}
if(GetCharacterReputation(PChar) < REPUTATION_NEUTRAL && GetCharacterReputation(NPChar) > REPUTATION_NEUTRAL)
{bDeathFight = true;}
else { bDeathFight = false; }
}
if(NPChar.nation=PIRATE)
{
if(frnd() < 0.5)
{
bDeathFight = true;
}
else bDeathFight = false;
}
else { bDeathFight = false; }
}
else { bDeathFight = false; }