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  #1  
Old 10-17-2006, 01:23 PM
Angelox
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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.
This is what I was looking for - I'm working on understanding the whole deal though. Thanks for the help
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  #2  
Old 10-17-2006, 01:36 PM
GeorgeS
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Good explanation, I think I may have to add this capability to my editor...


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  #3  
Old 10-17-2006, 05:21 PM
bufferofnewbies
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oh btw. One major setback to this might be the fact that most mobs are not setup on a faction in DC (at least on my server atm). Most of your time will be spent makeing sure all roamers are actually set to a faction before you can set them to be kos to the Fab Four. That's the real reason I kept the first part of my text in there, if your dBase is anything like mine you will be busy.

I LOVE ordered chaos!


Oh george, if you do add this in, could I beg a favor? Make it so a value of 0 can be set to faction levels. It's a real timekiller to have to go back into the dBase atm and reset all my 'fake faction hits' to 0 there. I use 123 as mine, so i can see them quickly now but it sure does slow down my faction work.

/salute

Last edited by bufferofnewbies; 10-18-2006 at 01:25 AM..
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  #4  
Old 10-17-2006, 10:52 PM
Angelox
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What I have in mind is to set up a new, server-wide "mob-killer" faction. This could be used as a temporary solution, until, or if I decide to go back and fine tune factions. I say "server wide" , so I can apply it in any zone when needed. Factions aside, the zone just doesn't look or feel right with out these features, and here I am 2 days later, looking for a solution to this
Do you think this can be done?
.
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  #5  
Old 10-18-2006, 12:20 AM
Aramid
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Quote:
Originally Posted by Angelox
What I have in mind is to set up a new, server-wide "mob-killer" faction. This could be used as a temporary solution, until, or if I decide to go back and fine tune factions. I say "server wide" , so I can apply it in any zone when needed. Factions aside, the zone just doesn't look or feel right with out these features, and here I am 2 days later, looking for a solution to this
Do you think this can be done?
.
If you look at West Freport, there is a faction called 'Noobie Monster KOS to Guards'. These are setup on the Guards as aggressive and on mobs such as snakes, beetles, rats etc... as their primary faction. This makes the guards attack them when they are in range. Now, they also kill the Orcs, but that because those individual factions are setup.

You HAVE this as I am using your database and the PEQ Editor and it's all already in there.

So, I think if you just use that as a Template, you'll have what you need, but it may take more than just ONE Faction to get it to work as you need it too, unless you can identitfy which mobs will actually wander thru the Fab Four's camp based on the existing pathing setup and give them your Server Wide faction providing they aren't needed for anything else, like the noobie mobs.
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  #6  
Old 10-18-2006, 01:59 AM
Angelox
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I finally figured it out, it was too easy , I just always do things the "hard way". Thanks for all your help, I wouldn't have been able with out it.
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  #7  
Old 10-19-2006, 01:18 PM
Angelox
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I've been reading around and also remembering, and in the original Fab 4 camp, all NPC's attack roamers. I was thinking to set this, but I noticed that when two of the Fab4 npcs fight the same mob and after it's killed, they then proceed to fight each other.
Would this be a bug or is there something else I need to change?
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