Faction forgets about evil deeds?

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Stardolphin
Posts: 36
Joined: Fri, 1. Sep 17, 15:20
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Faction forgets about evil deeds?

Post by Stardolphin » Sun, 15. Aug 21, 12:14

Code: Select all

  else
  * after 5 hours of peace and harmony, faction forgets about evil deeds
    $time.last = $station -> get local variable: name=$LCvar.time
    $time.now = playing time
    if $time.now > $time.last + 3000
      $notoriety = get mission rank: name=$LCvar.notoriety
      do if $notoriety < -10
        $notoriety = -10
      $station ->set local variable: name=$LCvar.time value=$time.now
      gosub sub.broadcast
      set mission rank: name=$LCvar.notoriety rank=$notoriety
    end
  end
I found this code sector at !plugin.faction.notoriety, it seems after 5 hours of peace Player's notoriety with a hostile faction will reset to rank 0. But my rank with Duke's still remain -3 after 6 hours of peace, dose this block not working? Is this overridden by other logic? :?

Cycrow
Moderator (Script&Mod)
Moderator (Script&Mod)
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Joined: Sun, 14. Nov 04, 23:26
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Re: Faction forgets about evil deeds?

Post by Cycrow » Sun, 15. Aug 21, 14:39

that code is used for the "fake" factions that were used in TC. The only one that uses it now is Jonfreco.

in FL, most of the factions are actually proper races, with proper notoriety, so they function the same as any other races

Stardolphin
Posts: 36
Joined: Fri, 1. Sep 17, 15:20
x4

Re: Faction forgets about evil deeds?

Post by Stardolphin » Sun, 15. Aug 21, 15:03

Cycrow wrote:
Sun, 15. Aug 21, 14:39
that code is used for the "fake" factions that were used in TC. The only one that uses it now is Jonfreco.

in FL, most of the factions are actually proper races, with proper notoriety, so they function the same as any other races
Thanks Cycrow! I'm trying to analyze the faction notoriety related scripts, but still not familiar with the logic hierarchy of X3.

So the notoriety logic of FL is not written in !plugin.faction.notoriety, can you give me some hints where to find them? :)

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