Updated NPCAggro (markdown)

Paul Coene 2019-03-06 17:05:17 -05:00
parent 280bc946ae
commit a3d86310c9

@ -6,17 +6,17 @@ Lets create a new faction. For this example, the NPCs on this faction will be K
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.
See table below:<br>
> |Faction Value|Faction CON|
> |-------------------|-----------|
> |1101 -> ABOVE |ALLY|
> |701 -> 1100 |WARMLY|
> |401 -> 700 |KINDLY|
> |101 -> 400 |AMIABLE|
> |0 -> 100 |INDIFFERENT|
> |-100 -> -1 |APPREHENSIVE|
> |-700 -> -101 |DUBIOUS|
> |-999 -> -701 |THREATENLY|
> |-1000 -> BELOW |SCOWLS|
|Faction Value|Faction CON|
|-------------------|-----------|
|1100 -> ABOVE |ALLY|
|750 -> 1099 |WARMLY|
|500 -> 749 |KINDLY|
|100 -> 400 |AMIABLE|
|0 -> 99 |INDIFFERENT|
|-100 -> -1 |APPREHENSIVE|
|-500 -> -101 |DUBIOUS|
|-750 -> -501 |THREATENLY|
|BELOW -> -751 |SCOWLS|
2. Create the new [npc_faction](https://github.com/EQEmu/Server/wiki/npc_faction). <br)
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.