iDispTresspass - модификатор падения отношения к игроку, когда NPC стало известно о совершенном преступлении игроком.
Значение по умолчанию: -20
Код из OpenMW:
for each observer in the cell: # NPCs only, range unknown
alarmTerm = 0.01 * observer.alarm
if crime is killing:
fightTerm, dispTerm = iFightKilling, iDispKilling
if crime is assault, observed:
fightTerm, dispTerm = iFightAttacking, iDispAttackMod
if crime is assault, victim:
fightTerm, dispTerm = iFightAttack, fDispAttacking
if crime is theft:
fightTerm, dispTerm = fFightStealing * stack value, fDispStealing * stack value
if crime is pickpocket, observed:
fightTerm, dispTerm = iFightPickpocket, fDispPickpocketMod
if crime is pickpocket, victim:
fightTerm, dispTerm = 4 * iFightPickpocket, fDispPickpocketMod
if alarmTerm <= 0: alarmTerm = 1.0
if crime is trespass:
fightTerm, dispTerm = iFightTrespass, iDispTresspass
if observer is not victim or observer.isGuard:
dispTerm *= alarmTerm
fightTerm += fFightDispMult * (50 - dispTerm)
x = iFightDistanceBase - fFightDistanceMultiplier * distance(player, observer)
fightTerm = alarmTerm * (fightTerm + x)
if observer.fight + fightTerm > 100:
fightTerm = 100 - observer.fight
fightTerm = max(0, fightTerm)
observer.fight += int(fightTerm)
observer.disposition += int(dispTerm)
- lots more crime system stuff occurs here -
if (observer.alarm < 100 or not observer.isGuard) and observer.fight < 100:
observer.fight is reset to the original value
if observer is not victim: observer.disposition is reset to the original value