Go Back   EQEmulator Home > EQEmulator Forums > Quests > Quests::Q&A

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

Reply
 
Thread Tools Display Modes
  #1  
Old 03-01-2005, 02:08 PM
fathernitwit
Developer
 
Join Date: Jul 2004
Posts: 773
Default

of note, the dir is capitalized on unix 'Maps'

also, you might try the newest code in cvs right now, i just audited the npc faction stuff and I know it works as intended and described here. I am gunna start trying to get rogean to build a new windows compile.
Reply With Quote
  #2  
Old 03-02-2005, 04:27 AM
Skylark13
Fire Beetle
 
Join Date: Feb 2005
Posts: 9
Default

Quote:
Originally Posted by phasepuma
There is a link on the boards for all the map files somewhere.
I found that, but it goes to rogean.com, and it seems that Rogean redesigned his site lately and the link isn't valid anymore... Anyone else?

Oh, and thanks for checking the code fathernitwit, I'll try that as soon as I gather the courage to compile it :o

Last edited by Skylark13; 03-02-2005 at 12:31 PM..
Reply With Quote
  #3  
Old 11-21-2004, 06:45 PM
jimm0thy
Sarnak
 
Join Date: Jul 2002
Posts: 71
Default

I manually changed all npc's named guard and cloackwork and watchmen to aggro 1 however there are some guards not listed in the database , however guards are still not working.

Id really like to know if there is a way to get them to work , faction and aggro work fine on mob's so I dont see why the guards dont.
Reply With Quote
  #4  
Old 11-22-2004, 11:57 AM
Cutter
Sarnak
 
Join Date: Sep 2004
Posts: 85
Default

OK to make anything KOS to anything.. heres an example

1. you need to make a faction..

goto faction_list
put in a name for faction 1.. for this example lets make them Guards of Qeynos

in the Base field lets make it 500 ( this is the number it starts out with... when you first meet the guard.. how they con .. higher the number positive is more they will like you.. lesser negative.. means they will hate you more)

now lets make another faction in faction list
in the next field just put in animals
in the base put 100 or whatever.. if you want them to attack you on sight put -1000 or so.. really dont make a difference at this point


ok now lets make them hate each other...
in npc_faction
create a new entry...
to match the number in faction_list (IT MUST MATCH)

so well put Guards of Qeynos in the name field
in the primary faction field put the number matching this entry..

ok lets make the next entry.. for animals
but the only difference here is in the name field leave it blank.. illl explain later... why


ok next we need to goto npc_faction_entries
here is where we define what happens when we kill a faction and which faction it affects and believe it or not.. it will make each faction hate each other...

so in the first field put the number that cooresponds to the guard faction in the first field
and the same in the next field.. ( my example is 1,1)
now the next field is you ask yourself.. what happens when a player kills a queynos guard.. who does it lose faction with? and who does it gain faction with.. and how much?

ok so in this example if i kill a queynos guard.. the player will lose -500 so put that number in

now for the animals
make a new entry (2,2) for animals..

first field put the number and next field same number
if you kill an animal the animal faction .. you will lose how much faction with them?
ill put -500 also.. again you can put whatever......
now we need another field.. why? well this is where we are going to make the guards and animals hate each other badly

the third in final field put in the animals faction id (in this case it was 2... the next field put in the Qeynos guards Faction id which in this case is 1 (2,1)

so we say.. in this case if player kills an animal it will give what kind of faction to qeynos guards in this case ill put 300
its a positive number that will add everytime you kill an animal..

ok now all you have to do now is this.. in npc_types just put in the faction number for the qeynos guards and each animal that you want on the animal faction..

now in game..
if you run up and kill an animal thats on the animal faction you will not get a message.. other than you killed the mob..

but if you kill a guard
it will say
you lose faction with the qeynos guards .....

and of course your faction will go down.. so be sure to con the guards if you get near them..

ok so lets say you have good faction.. and an animal is like kicking your butt.. now run to the guards.. when the guards notice that someone is getting attacked that has good faction with them.. its natural they will defend them at all cost..

in the agro range change the guards agro to like 30-40 or so.. that gives a decent outdoor range...

good luck hope this helps out


[EDIT]
just wanted to add this also.. When guards are on a different faction list.. to make the guard wander.. just set the guard to a grid.. and if it does pass anything that has an opposite faction it willl attack at no cost.. i am using DR6.2 and i can confirm our server is surrounded by this effect.. and it works.. Give the guards again a large agro radius.
Reply With Quote
  #5  
Old 11-22-2004, 04:17 PM
jimm0thy
Sarnak
 
Join Date: Jul 2002
Posts: 71
Default

Hmm .. ok so i made a city guard faction (416) and newbie monster faction (415). They should be set to be KOS to each other , however they do not help players or attack each other ... maybe I messed something up. I do know that in the npc_faction_entries I wasnt able to acctually add a new listing , only modify the ones already there (using the MYSQL Control Center) - everytime I tried doing it manually it would give me an error.
Guess I'll go back over it later , 3 days of messing with guards Im kinda worn out on it now
Reply With Quote
  #6  
Old 11-22-2004, 05:31 PM
1Boppoom1's Avatar
1Boppoom1
Banned
 
Join Date: Nov 2004
Location: Lake Isabella
Posts: 90
Default

wow will try its very confusing though needs a bit more detail not sure of what but it does it shows the straight facts and not much more i know what your talking about in some areas but not in all the others just thought id let u know lol but will give it a try thanks.....
Reply With Quote
  #7  
Old 11-23-2004, 07:49 AM
fathernitwit
Developer
 
Join Date: Jul 2004
Posts: 773
Default

ok, heres the quick rundown of how this should work, since nobody here has it right yet... NPC aggro is completely seperate from player faction hits now.

step 1:
the npc_aggro field MUST be set to 1 for any NPC which might possibly aggro another NPC (but setting all NPCs to 1 will cause major CPU problems for you...)

step 2:
let us assume we have two npcs... A and B
A has an npc_faction_id of 1, B has an npc_faction_id of 2
npc_faction #1 has primary faction #7
npc_faction #2 has primnary faction #93
of note: npc_faction ids are not related to primary faction ids... primary faction ids are referencing entries in the faction_list table.

in order to make A attack B on sight, npc_faction_entires must have this entry in it:
| npc_faction_id | faction_id | value | npc_value |
+-------------+------------+-------+-----------+
| 1 | 93 | ?? | -1 |
+-------------+------------+-------+-----------+
where the value of ?? is unrelated to NPC aggro (it is the player hit with faction 2 from killing A)

likewise if you wanted B to also attack A, you would add:
| npc_faction_id | faction_id | value | npc_value |
+-------------+------------+-------+-----------+
| 2 | 93 | ?? | -1 |
+-------------+------------+-------+-----------+

the npc_value is the important thing, A needs an entry for each other faction which they will KOS and that entry should have a negative npc_value


also assist works in the same way... if you want npc C to assist B, where C is on npc_faction 3 (with primary faction 87), you need an entry like (note the positive value of npc_value):
| npc_faction_id | faction_id | value | npc_value |
+-------------+------------+-------+-----------+
| 3 | 93 | ?? | 1 |
+-------------+------------+-------+-----------+
Reply With Quote
  #8  
Old 11-23-2004, 09:00 AM
jimm0thy
Sarnak
 
Join Date: Jul 2002
Posts: 71
Default

Thanks for the clarification , will try that in a bit when I have some time.
Reply With Quote
  #9  
Old 02-01-2005, 09:24 AM
phasepuma
Sarnak
 
Join Date: Jun 2004
Posts: 69
Default

I've only seen this work on Peq's server when I witnessed Guard_Haendar00 smack up a skeleton. So it does work.

I tried this over the weekend, and have had no success yet. But I am determined to get it going eventually.

I'll keep you all posted.
Reply With Quote
  #10  
Old 02-04-2005, 09:21 PM
Draktanton
Fire Beetle
 
Join Date: Jan 2005
Posts: 6
Default

Also tried this and both did not work. if anyone knows how to do this please feal free to post away. running a 6.0DR2 db
Reply With Quote
  #11  
Old 02-05-2005, 03:25 AM
Cisyouc
Demi-God
 
Join Date: Jun 2004
Location: Heaven.
Posts: 1,260
Default

Make sure you have maps in your maps folder for that zone.
__________________
namespace retval { template <class T> class ReturnValueGen { private: T x; public: ReturnValueGen() { x = 0; }; T& Generator() { return x; }; }; } int main() { retval::ReturnValueGen<int> retvalue; return retvalue.Generator(); }
C++ is wonderful.
Reply With Quote
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

   

All times are GMT -4. The time now is 02:15 AM.


 

Everquest is a registered trademark of Daybreak Game Company LLC.
EQEmulator is not associated or affiliated in any way with Daybreak Game Company LLC.
Except where otherwise noted, this site is licensed under a Creative Commons License.
       
Powered by vBulletin®, Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Template by Bluepearl Design and vBulletin Templates - Ver3.3