NPC race faction - no modifier for wolf form?
Looking at faction table, I see that there is no race listed which is responcible for druids wolf form.
Can it be added? Also is it posible to add OTHEr npc races into faction table, so more faction chagign illusions coudl be added to the game? Does code requres EACH npc race to be specialy be codded in, or can code just read npc race id from faction table, and work with it automaticly? Hence, allowing user to add/remove any extra number of other npc races to faction table? thanks |
Edit Wait, I was wrong. The PEQ editor links mod_r120 (wolf elemental) as wolf form, but the spell effect (according to Lucy) is race 42 which is the standard wolf. I'm guessing it was once 120 at one point in time and Sony changed it.
As for your other question, I honestly don't know. There is only one way to find out... |
ok, I guess I need sql comand to add a column
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ok
alter table faction_list add column mod_r100` smallint(6) NOT NULL default 0; will add extra column for race 100. however I can allreday see that this WILL NOT work. since server code hardly uses NAME of the column as a reference to a race that it should access. also, the collumn will be added at the end, which may also break the code if it reads columns in specific order. (or simply won't read them) I guess its time for our coders to step in with some enlightment :cool: would be nice if this part of the code coudl be rewriten in such way so server code automatiucly handle any new races added to the table |
soemmore info.
I talked to my friend who is an sql coder, and he looked at the table, and sugested a diffirent way of implementing it. essentialy he offers to scrap the curent table and replace it with a followign simpler structure. rather than go: Race1 race2 race 3 Faction 1 +5 +5 +7 Faction 2 +15 +25 +7 etc he proposes to go liek this: Faction column - Race coulm (ID of faction 1) - (ID of race/deyty/class 1) (ID of faction 1) - (ID of race/deyty/class 2) (ID of faction 1) - (ID of race/deyty/class 3) (ID of faction 2) - (ID of race/deyty/class 1) (ID of faction 2) - (ID of race/deyty/class 2) (ID of faction 2) - (ID of race/deyty/class 3) this will automaticly allow addition of ANy ammount of extra races AND it will save Db space since in MANy cases faction relation to any class, or race is ZERO (0), and all thode zeros are still stored. (just think of TONS of KOS npc faction who never change faction regadless of your race, class or deyty, yet you still store 0 for them) By swithing to new system - you won't need to store any 0s. you will ONLY put in values that carry faction modifier (negative or positive) and as far as I can tell faction table is 80% zeros :cool: |
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