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Especially reducing the penalty is VERY easily done: Just requires removing some lines of code.We can also reduce the penalty for being recognized for doing this, such as making you deal with only the town guards and not the citizens.
Possible things to add:
- Check if that ship was hostile to you before you changing your flag
- Check if that ship is hostile to your personal nation
- Check if bMapEnter is true, which checks if you are locked in battle (or locked in a storm)
float GetChanceDetectFalseFlag()
{
// original code -->
// float rank = GetRankFromPoints(GetScore(GetMainCharacter()));
// return CHANCE_DETECT_FALSE_FLAG_BASE+(CHANCE_DETECT_FALSE_FLAG_MAX-CHANCE_DETECT_FALSE_FLAG_BASE)*rank/MAX_RANK;
// original code <--
// LDH -->
ref mchr = GetMainCharacter(); // KK
float score = GetScore(mchr); // KK
float rank = GetRankFromPoints(score);
int sneak = GetSummonSkillFromName(mchr, SKILL_SNEAK);
int difficulty = GetDifficulty();
float chance = rank/MAX_RANK * (11.0-sneak)/10.0;
chance = chance * difficulty/2.0; // 0.5, 1.0, 1.5, 2.0
// chance = chance * (difficulty+1)/3.0; // alternate difficulty calculation 0.67, 1,0, 1.33, 1.67
chance = retmin(chance,1.0); // so chance doesn't go over 100%
// LogIt("False Flag Detection - Score: " + score + ", rank: " + rank + ", Sneak: " + sneak + ", Chance: " + chance*100.0 + "%"); // for testing
// LogIt("The chance of your false flag being detected is " + chance*100.0 + "%"); // Tell the player, it might get him used to looking for it.
return chance;
// LDH <--
}
float GetChanceDetectFalseFlag()
{
// original code -->
// float rank = GetRankFromPoints(GetScore(GetMainCharacter()));
// return CHANCE_DETECT_FALSE_FLAG_BASE+(CHANCE_DETECT_FALSE_FLAG_MAX-CHANCE_DETECT_FALSE_FLAG_BASE)*rank/MAX_RANK;
// original code <--
// LDH -->
ref mchr = GetMainCharacter(); // KK
float score = GetScore(mchr); // KK
float rank = GetRankFromPoints(score);
int sneak = GetSummonSkillFromName(mchr, SKILL_SNEAK);
int difficulty = GetDifficulty();
float chance = rank/MAX_RANK * (11.0-sneak)/10.0;
chance = chance * 1.5; // 0.5, 1.0, 1.5, 2.0 // <------------------------------------ CHANGE THIS LINE ---------------------------------------
// chance = chance * (difficulty+1)/3.0; // alternate difficulty calculation 0.67, 1,0, 1.33, 1.67
chance = retmin(chance,1.0); // so chance doesn't go over 100%
// LogIt("False Flag Detection - Score: " + score + ", rank: " + rank + ", Sneak: " + sneak + ", Chance: " + chance*100.0 + "%"); // for testing
// LogIt("The chance of your false flag being detected is " + chance*100.0 + "%"); // Tell the player, it might get him used to looking for it.
return chance;
// LDH <--
}
// LogIt("False Flag Detection - Score: " + score + ", rank: " + rank + ", Sneak: " + sneak + ", Chance: " + chance*100.0 + "%"); // for testing
// LogIt("The chance of your false flag being detected is " + chance*100.0 + "%"); // Tell the player, it might get him used to looking for it.