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Who does and doesn't turn hostile when you get caught is indeed still somewhat up for debate.
But if nobody cares to comment, my suggestion is to keep that as it currently is.
- I think those random pirates still need their "turning hostile" code moved to an "exit" case like I did for some of those other dialogs
That'll do it!Here you go. This should have the typo you fixed in there as well.
// PB: You are a KNOWN enemy because you're flying a hostile flag
if (GetFlagRMRelation(sti(Npchar.nation)) == RELATION_ENEMY)
{
[...]
}
else
{
//MT: If at war with the nation the guard belongs to, there is a chance to be detected (false flags should only occur when at war):
if (GetNationRelation(PERSONAL_NATION, sti(Npchar.nation)) == RELATION_ENEMY && frnd() < GetChanceDetectFalseFlag())
{
[...]
}
else // Everything is OK
{
[...]
}
}
Thanks, @morgan terror!
For reference, this is how I set up the checks in the guards dialog:
Seems a bit shorter than what you've got in place now, so maybe you could use that to simplify things a bit.Code:// PB: You are a KNOWN enemy because you're flying a hostile flag if (GetFlagRMRelation(sti(Npchar.nation)) == RELATION_ENEMY) { [...] } else { //MT: If at war with the nation the guard belongs to, there is a chance to be detected (false flags should only occur when at war): if (GetNationRelation(PERSONAL_NATION, sti(Npchar.nation)) == RELATION_ENEMY && frnd() < GetChanceDetectFalseFlag()) { [...] } else // Everything is OK { [...] } }
@morgan terror: Please look at attached file with WinMerge.
I made some further changes to hopefully maintain some of your original intentions from the previous version.
But you should probably check that....
The location nation one, you mean? As far as I could tell, you lost this change of yours, so I put it back in:You've moved the location type check back out of the case, i see. That should be okay. It makes more sense anyway.
And added some brackets to hopefully make it do what you intended it to.Slight correction. I've made it so that soldiers don't spawn in pirate towns. It was already partially in place, but it's now more efficient.
The location nation one, you mean? As far as I could tell, you lost this change of yours, so I put it back in:
And added some brackets to hopefully make it do what you intended it to.