From 88ba5a4a18979e662ce174e70af2c148096265d9 Mon Sep 17 00:00:00 2001 From: Paul Coene Date: Mon, 13 Aug 2018 10:06:53 -0400 Subject: [PATCH] Updated NPCAggro (markdown) --- NPCAggro.md | 7 +++++-- 1 file changed, 5 insertions(+), 2 deletions(-) diff --git a/NPCAggro.md b/NPCAggro.md index 43aa9e2..51f4e1a 100644 --- a/NPCAggro.md +++ b/NPCAggro.md @@ -18,8 +18,11 @@ Lets create a new faction. For this example, the NPCs on this faction will be K > |-999 -> -701 |THREATENLY| > |-1000 -> BELOW |SCOWLS| -2. Create the new [npc_faction](https://github.com/EQEmu/Server/wiki/npc_faction). -3. Create new [faction_list_mod](https://github.com/EQEmu/Server/wiki/faction_list_mod) entries to account for the Erudite loving aspect. +2. Create the new [npc_faction](https://github.com/EQEmu/Server/wiki/npc_faction). + 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. 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). 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.