From 64c2b34d9e26c799c1831536ac3c2118e0fab25d Mon Sep 17 00:00:00 2001 From: Paul Coene Date: Mon, 13 Aug 2018 10:23:30 -0400 Subject: [PATCH] Updated NPCAggro (markdown) --- NPCAggro.md | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) diff --git a/NPCAggro.md b/NPCAggro.md index 51f4e1a..5313a3d 100644 --- a/NPCAggro.md +++ b/NPCAggro.md @@ -22,8 +22,9 @@ Lets create a new faction. For this example, the NPCs on this faction will be K Create the new entry in npc_faction. This will be an umbrella for NPC behavior entries. Remember, this is different from the entry in faction_list. faction_list only identifies a core faction. npc_faction identifies a subset of NPCs on a faction in faction_list that have a prescribed behavior. There can be many npc_faction entries providing different behavior for NPCs, even though all those NPCs have the same code faction_list assignment. The key fields in npc_faction are primary_faction (which you will assign to the new faction you created in step 1) and ingnore_primary_assist which you will set to 1 or 0 depending on whether you want NPCs under this umbrella to assist other NPCs on the same faction_list allegiance. 3. Create new [faction_list_mod](https://github.com/EQEmu/Server/wiki/faction_list_mod) entries to account for the Erudite loving aspect.
- So we wanted our new NPCs to like Erudites. We do this by adding an entry to faction_list_mod. This applies to any and all NPCs that refer back to the code faction__list entry. So we add an entry, using the faction_list value we created in step 1, a mod_name ([rcd]#) and a value. We want erudites to be amiable to start. So we need to get them from -1000 up to at least 101. Depending on where you want them in the amiable range, the mod would be something like 1101+. So the new entry would be (id, (step 1 id), 1101, r3). Erudites are race 3. + So we wanted our new NPCs to like Erudites. We do this by adding an entry to faction_list_mod. This applies to any and all NPCs that refer back to the new faction__list entry. So we add an entry, using the faction_list value we created in step 1, a mod_name ([rcd]#) and a value. We want erudites to be amiable to start. So we need to get them from -1000 up to at least 101. Depending on where you want them in the amiable range, the mod would be something like 1101+. So the new entry would be (id, (step 1 id), 1101, r3). Erudites are race 3. 4. Create how the new npc_faction reacts to other NPCS and PCs via [npc_faction_entries](https://github.com/EQEmu/Server/wiki/npc_faction_entries). + So we decided we want the NPCs under the new npc_faction umbrella to attack other NPCs whose primary faction_list faction is Heretic (143). To do this, we add an npc_faction_entries entry. For us, this would be (step 2 id, 143, 5, -1, 0). This indicates that all NPCs under the umbrella we created in step 2, will attack NPCs that are under any umbrella that has a primary_faction of 143. The -1 indicates attack. If we changed that to 1 it would mean assist. A 0 in that field would mean ignore. The faction_hit is set to +5 so that if a PC kills one of our mobs, their faction with Heretic will go up. We also need to add a line for our own faction, so that PCs killing our NPCs will lose faction for that. That entry would look like (step 2 id, step 1 id, 10, 1, 0). 5. Added more npc_faction_entries for the faction hits if you kill these NPCs. 6. Assign NPCs to the new npc_faction in the npc_types table. 7. Since we want these NPCs to attack other NPCs (Heretics), change the npc_types entry for any NPC assigned to this faction so npc_aggro is set to 1. \ No newline at end of file