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Old 07-08-2009, 12:40 PM
Shendare
Dragon
 
Join Date: Apr 2009
Location: California
Posts: 814
Default

The $faction variable does not give the quest NPC the actual faction points, it gives a number from 1-9, representing the faction message the user would get when conning the NPC.

However, for some reason, the current numbers are out of whack once you get below indifferent:

File: faction.h
Code:
enum FACTION_VALUE {
	FACTION_ALLY = 1,
	FACTION_WARMLY = 2,
	FACTION_KINDLY = 3,
	FACTION_AMIABLE = 4,
	
    FACTION_INDIFFERENT = 5,
    
    FACTION_APPREHENSIVE = 9,
    FACTION_DUBIOUS = 8,
    FACTION_THREATENLY = 7,
    FACTION_SCOWLS = 6
};
File: faction.cpp
Code:
	if(character_value >=  1101) return FACTION_ALLY;
	if(character_value >=   701 && character_value <= 1100) return FACTION_WARMLY;
	if(character_value >=   401 && character_value <=  700) return FACTION_KINDLY;
	if(character_value >=   101 && character_value <=  400) return FACTION_AMIABLE;
	if(character_value >=     0 && character_value <=  100) return FACTION_INDIFFERENT;
	if(character_value >=  -100 && character_value <=   -1) return FACTION_APPREHENSIVE;
	if(character_value >=  -700 && character_value <= -101) return FACTION_DUBIOUS;
	if(character_value >=  -999 && character_value <= -701) return FACTION_THREATENLY;
	if(character_value <= -1000) return FACTION_SCOWLS;
	return FACTION_INDIFFERENT;
I'm not aware of a way for a quest script to check faction against a different NPC.
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