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Updated NPCAggro (markdown)
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NPCAggro.md
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NPCAggro.md
@ -6,17 +6,17 @@ Lets create a new faction. For this example, the NPCs on this faction will be K
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Create a new entry in faction_list. Since we want them to start out KOS to everyone except Erudites, set their base value to -1000. This is barely KOS, so if you want to force more faction work to get above KOS, set is that much lower.
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See table below:<br>
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> |Faction Value|Faction CON|
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> |-------------------|-----------|
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> |1101 -> ABOVE |ALLY|
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> |701 -> 1100 |WARMLY|
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> |401 -> 700 |KINDLY|
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> |101 -> 400 |AMIABLE|
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> |0 -> 100 |INDIFFERENT|
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> |-100 -> -1 |APPREHENSIVE|
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> |-700 -> -101 |DUBIOUS|
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> |-999 -> -701 |THREATENLY|
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> |-1000 -> BELOW |SCOWLS|
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|Faction Value|Faction CON|
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|-------------------|-----------|
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|1100 -> ABOVE |ALLY|
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|750 -> 1099 |WARMLY|
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|500 -> 749 |KINDLY|
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|100 -> 400 |AMIABLE|
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|0 -> 99 |INDIFFERENT|
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|-100 -> -1 |APPREHENSIVE|
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|-500 -> -101 |DUBIOUS|
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|-750 -> -501 |THREATENLY|
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|BELOW -> -751 |SCOWLS|
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2. Create the new [npc_faction](https://github.com/EQEmu/Server/wiki/npc_faction). <br)
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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.
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