Honour Points
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Hi, Just wondering if there's any way to incorporate the honour points thing into Antigame.
Other than that, I like it. |
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That you have been promoted to Emperor is completely irrelevant - it doesn't bring you any bonuses, at least not yet. However, since OGame version 3.1.2, the combat reports contain information whether the target is honorable (which means that you can lift 75% of its resources - no matter whether you're Emperor or not) or whether the target is an outlaw (which means that you can lift 100% of the target's resources. This definitely needs to be reflected in the calculation of cargoes necessary. |
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Yep, and it's quite trivial to do it, too. If AntiGame wasn't obfuscated, you could easily do it yourselves. Perhaps if Francolino stops messing around, releasing "stealth" updates because he has forgotten to change the version number and other such stupidities, he could do it, too. :D In the function this.plunder_metal = this.metal / 2; this.plunder_crystal = this.crystal / 2; this.plunder_deuterium = this.deuterium / 2; with var target = report.querySelector ("table.material th.area span");
if (! target)
{
this.plunder_metal = this.metal / 2;
this.plunder_crystal = this.crystal / 2;
this.plunder_deuterium = this.deuterium / 2;
}
else if (target.className.indexOf ("rank_bandit") >= 0)
{
this.plunder_metal = this.metal;
this.plunder_crystal = this.crystal;
this.plunder_deuterium = this.deuterium;
}
else if (target.className == "status_abbr_honorableTarget")
{
this.plunder_metal = this.metal * 3 / 4;
this.plunder_crystal = this.crystal * 3 / 4;
this.plunder_deuterium = this.deuterium * 3 / 4;
}
else
{
this.plunder_metal = this.metal / 2;
this.plunder_crystal = this.crystal / 2;
this.plunder_deuterium = this.deuterium / 2;
}
and in the SimpleTable.addCell(Lang.Labels.loot, Math.floor(total/2)); with SimpleTable.addCell(Lang.Labels.loot, Math.floor(this.plunder_metal+this.plunder_crystal+this.plunder_deuterium)); |
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OK, AntiGame Classic now does this. :D |


