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  #1  
Old 03-10-2007, 05:32 PM
PrinceVegeta
Fire Beetle
 
Join Date: Feb 2002
Posts: 7
Default Faction Question

Ok, on my server I have played with the different factions, but I haven't found a way to make them aggro and fight each other. I've spawned both Innoruuk and Tunare and make them (via PEQ's Web tool) hate each other faction (aggressive and -1500). But they just seem to stand there.

Is there an easy way to edit the faction and make them attack each other and have similar to an open war? I want to turn zones like the Nexus and Shadowhaven into a major warzone with NPC vs. NPC battles going left and right.
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  #2  
Old 03-10-2007, 10:11 PM
PrinceVegeta
Fire Beetle
 
Join Date: Feb 2002
Posts: 7
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If no one can help with that I have another question. I see how the Freeport Militia faction and the Deathfist Orc factions are setup (copying the faction into the hits table doesn't seem to work). Can anyone point out in the database tables where (if it exists) a faction can be made auto kos to another.

I have spent a few hours looking over the database and I don't see anything were it could be set. If anyone could give an example (I have searched and looked through the 10+ pages and the only example I found, I really didn't understand) or maybe point me in the way of a tool that might make this easier, I would be very thankful.
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  #3  
Old 03-11-2007, 06:03 AM
Kayot
Discordant
 
Join Date: Sep 2006
Location: Subsection 185.D354 C.12
Posts: 346
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This may help --

faction_id

1 = Faction Loss
0 = Faction Gain
-1 = Attacks Faction on sight

I'm still adding this to my program, but the general idea is to set it to -1 in the npc_value column for the monster to attack monsters of the listed faction. 0 to gain faction for killing this mob, and 1 to lose faction in the listed faction for killing this mob. So killing Guard Brookrock in Kelething is like so:

63 - Crushbone Orcs -1 < Attacks Orcs on sight
92 - Emerald Warriors 1 < Lose facting with Emerald Warriors for this guards death
155 - Indigo Brotherhood 0 < Gain faction with Indigo Brotherhood for this guards death.

Hope that helps ^-^
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  #4  
Old 03-11-2007, 06:26 AM
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cavedude
The PEQ Dude
 
Join Date: Apr 2003
Location: -
Posts: 1,988
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Under npc_types npc_aggro has to be set to 1 for a mob to aggro other mobs.

WARNING: DO NOT set npc_aggro for all mobs, it is heavily CPU intensive. Currently, only guard and special quest mobs use this on PEQ for that reason.

And actually, it is the value column of npc_faction_entries that specifies the faction hit or gain. The npc_value specifies whether a mob will ignore (0), assist (1), or be agressive towards (-1) a mob on that opposing faction. This column works separately of value in that you could set value to 0 (no faction loss) and npc_value to -1 to force the mob to be aggressive anyway. This is how guards work. All noob critters have a faction, but since the hit is 0 the player never knows about it. Likewise, npc_value could be used to make a hostile or ally mob (based on faction loss/gain) act neutral.

Last edited by cavedude; 03-11-2007 at 02:44 PM..
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  #5  
Old 03-11-2007, 07:33 AM
Kayot
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Join Date: Sep 2006
Location: Subsection 185.D354 C.12
Posts: 346
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It'd be fun role play wise to make a faction hit for the critters,

wolf #8867545 "You killed bear #118765, he was my friend... Prepair to die!"

Player "Holy $hit a talking wolf!!!"

Anyway, I was atleast on the dart board ^-^
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  #6  
Old 03-11-2007, 07:42 AM
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cavedude
The PEQ Dude
 
Join Date: Apr 2003
Location: -
Posts: 1,988
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LOL. Way back when before this system was put into place critters did have visible faction to get guards working. It was certainly funny. I could imagine the beetles in Misty posting a wanted sign of your toon back at the animal guild so all critters everywhere would know you are KOS.

Faction is probably the most complicated part of the database, There are also a few bugs with it which just adds some more confusion. If you have any questions about it for your editor, just let me know and I'll help if I can.
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