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Quests::Q&A This is the quest support section |

10-17-2006, 12:52 AM
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AX Classic Developer
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Join Date: May 2006
Location: filler
Posts: 2,049
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Quote:
Originally Posted by John Adams
Not only his faction, but did you set how he reacts to opposing factions? Attack, Assist, Neutral?
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Thanks, I see now where my mistake is ; But If I make the changes, would this apply to all the NPC's using that faction? or should I just make a new faction for NPC's that will attack other NPC's?
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10-17-2006, 12:57 AM
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Demi-God
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Join Date: Jul 2006
Posts: 1,552
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The data you are changing is in a tabled called npc_faction_entries.
Columns: npc_faction_id | faction_id | value | npc_value
Data: 4 | 106 | -30 | -1
That last bit, npc_value, is the NPCs aggro flad Aramid mentioned. It does look like it might effect all NPCs in that faction, but you can make a custom version of that faction for your NPC/Group that's tied to the base (faction_id). I think. It's early. And I have a 40 mi drive ahead of me. I'll check back later.
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10-17-2006, 01:21 AM
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AX Classic Developer
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Join Date: May 2006
Location: filler
Posts: 2,049
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Quote:
Originally Posted by John Adams
The data you are changing is in a tabled called npc_faction_entries.
Columns: npc_faction_id | faction_id | value | npc_value
Data: 4 | 106 | -30 | -1
That last bit, npc_value, is the NPCs aggro flad Aramid mentioned. It does look like it might effect all NPCs in that faction, but you can make a custom version of that faction for your NPC/Group that's tied to the base (faction_id). I think. It's early. And I have a 40 mi drive ahead of me. I'll check back later.
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In this case, here in Cauldron, there's a "double" reason for these npc's to kill roamers; one is, it's a place for players to hang out for protection; I'm not finished with Cauldron yet, but the true Dagnor's Cauldron has 90% of the mobs roaming, and can be real dangerous to a new player - the Fab4 camp can be a real safe-haven, if you're playing "straight".
And there's also the issue with Bilge Farfathom spawn: his placeholder eventually ends up in the Fab4 camp and gets killed (so does Bilge, if he spawns and no one takes him). This effect increases the Bilge mystery, as he will appear out of nowhere and no one need really be camping him.
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10-17-2006, 05:51 AM
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AX Classic Developer
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Join Date: May 2006
Location: filler
Posts: 2,049
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Quote:
Originally Posted by John Adams
The data you are changing is in a tabled called npc_faction_entries.
Columns: npc_faction_id | faction_id | value | npc_value
Data: 4 | 106 | -30 | -1
That last bit, npc_value, is the NPCs aggro flad Aramid mentioned. It does look like it might effect all NPCs in that faction, but you can make a custom version of that faction for your NPC/Group that's tied to the base (faction_id). I think. It's early. And I have a 40 mi drive ahead of me. I'll check back later.
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well, nothing seems to work for me atm - which leads me to a question; does anyone know of any guards or any npc that kills roamers? I could use that as a template, or maybe it just doesn't work?
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10-17-2006, 07:02 AM
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Demi-God
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Join Date: Jul 2006
Posts: 1,552
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Have you checked how city guards do it? Or those Freeport guards out in WC? If they do... I do not recall.
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10-17-2006, 10:17 AM
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Hill Giant
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Join Date: Dec 2005
Location: Lurking in KY
Posts: 239
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This is how i set a faction to kos to a group of npcs.
Kind of a rough work around on some parts.
Note: I use dark rogue's database editor also. I am certain there is an easier way of doing this, but as I am still in the baby steps phase of dbase moding: this is how i do it.
If you dont have any NPC ID numbers, start here to find them:
1. Go to your database, in faction_list, find the name of the factions you want from Name field. (Note: you need at least 2 values here: One of the creature to react to, and one of the creature that is reacting)
2. In Dark Rogue's Database editor: Goto Tools, Faction Table editor, edit faction table
3. Type faction name (from step 1) into the search, and select the appropriate one (if more than one is similar)
4. This will show you their Primary_Faction_ID.
5. Right click in the center area to add the faction name (from faction_list: step 1 again) of the npcs you want to react to. This won't accept a 0 value for now, but we will correct that so you dont actually get a faction hit later.
6. Save this after changes are added.
7. Any npc with this faction will be listed in Table_ID number (under NPC_factions in dBase)
8. Goto Tools, NPC editor, edit npcs (in dark rogue dbase editor)
9. Type in the name of the npc you want to add to this faction.
10. Goto Tables fields at the bottom, add the faction ID(from step 4) to this npc.
If you have the ID numbers for both the creature you are changing and the creature you are reacting to: Start here
11. Goto dbase, NPC_faction_entries (right click on this and chose to open with a larger number than default or you might not see what you need: select something like 50000 to see them all *no idea what the limit is.. so i pick a BIG number to make sure*) -- this may take awhile to finish loading.
12. npc_faction_id actually the Table_ID number (from step 7 above). -- this will change for all the npcs associated with this number, not just a single npc. (example: this is the faction ID of the guards outside Qeynos that just wait for the gnoll pups to get too close)
13. faction_id in the second column is the npcs this first value will react to. (example: this is the gnoll pup that the guard swings at when it hits the gate)
14. Find the npc_faction_id of the creature you want to change, then find the faction_id that is associated with the npc_faction_id of the creature you want it to react to. (example: make sure you are looking at the gnoll pups in the section associated with the Qeynos Guards)
15. If you dont want a faction hit to show. Set value = 0. (This is the 3rd field in this table)
16. set npc_value to -1 if you want the creature to attack, set to 1 if you want them to assist that faction_id. (This is the 4th field of the table)
I hope that was what you were asking for. If not, please ignore me. If it is, then Im certain someone can trim that down alot to a more useable list.
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10-17-2006, 01:23 PM
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AX Classic Developer
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Join Date: May 2006
Location: filler
Posts: 2,049
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Quote:
Originally Posted by bufferofnewbies
This is how i set a faction to kos to a group of npcs.
Kind of a rough work around on some parts.
Note: I use dark rogue's database editor also. I am certain there is an easier way of doing this, but as I am still in the baby steps phase of dbase moding: this is how i do it.
If you dont have any NPC ID numbers, start here to find them:
1. Go to your database, in faction_list, find the name of the factions you want from Name field. (Note: you need at least 2 values here: One of the creature to react to, and one of the creature that is reacting)
2. In Dark Rogue's Database editor: Goto Tools, Faction Table editor, edit faction table
3. Type faction name (from step 1) into the search, and select the appropriate one (if more than one is similar)
4. This will show you their Primary_Faction_ID.
5. Right click in the center area to add the faction name (from faction_list: step 1 again) of the npcs you want to react to. This won't accept a 0 value for now, but we will correct that so you dont actually get a faction hit later.
6. Save this after changes are added.
7. Any npc with this faction will be listed in Table_ID number (under NPC_factions in dBase)
8. Goto Tools, NPC editor, edit npcs (in dark rogue dbase editor)
9. Type in the name of the npc you want to add to this faction.
10. Goto Tables fields at the bottom, add the faction ID(from step 4) to this npc.
If you have the ID numbers for both the creature you are changing and the creature you are reacting to: Start here
11. Goto dbase, NPC_faction_entries (right click on this and chose to open with a larger number than default or you might not see what you need: select something like 50000 to see them all *no idea what the limit is.. so i pick a BIG number to make sure*) -- this may take awhile to finish loading.
12. npc_faction_id actually the Table_ID number (from step 7 above). -- this will change for all the npcs associated with this number, not just a single npc. (example: this is the faction ID of the guards outside Qeynos that just wait for the gnoll pups to get too close)
13. faction_id in the second column is the npcs this first value will react to. (example: this is the gnoll pup that the guard swings at when it hits the gate)
14. Find the npc_faction_id of the creature you want to change, then find the faction_id that is associated with the npc_faction_id of the creature you want it to react to. (example: make sure you are looking at the gnoll pups in the section associated with the Qeynos Guards)
15. If you dont want a faction hit to show. Set value = 0. (This is the 3rd field in this table)
16. set npc_value to -1 if you want the creature to attack, set to 1 if you want them to assist that faction_id. (This is the 4th field of the table)
I hope that was what you were asking for. If not, please ignore me. If it is, then Im certain someone can trim that down alot to a more useable list.
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This is what I was looking for - I'm working on understanding the whole deal though. Thanks for the help 
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10-17-2006, 01:36 PM
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Forum Guide
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Join Date: Sep 2003
Location: California
Posts: 1,474
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Good explanation, I think I may have to add this capability to my editor...
GeorgeS
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