mob factions
PostPosted: Sun Apr 09, 2017 11:51 pm
anyone else interested in this feature??
I'm pretty sure it doesn't work as intended
although alot of the implementation already exists.
There are some faction checks in standardmobbrain... but they need a few tweaks.
Currently I am working on this. A few things I have done / am doing is :
Add server property for "Use NPC factions" , Enabling this will bypass mob aggro values in npctemplate/mob table, and rely on factionaggrolevel table (table that holds players aggro) , of course if a mob has no faction set, it will use npc/mob values.
Add a column in npctemplate for "FactionID" - can create a mob with faction already set. This one will be a problem though.. as it will be empty when created and with replacemobvalues...bye bye factions. #edit. actually this was fixed easy with a SQL command , thanks stackoverflow!
Add factionID to "/mob copy" command . Quite annoying copying mobs and then having to set their faction level and reloading them.
Change the faction levels for "Aggressive", Hostile, Neutral, Friendly. This could possibly be a server property for customisation... at the moment I have it set at: aggro > 50 = aggressive , > 25 Hostile , > 0 Neutral , = 0 friendly .
Along with this, having the mob fail the aggro check if it is between 0 & 25 aggrolevel, so it actually is neutral!
Display mob standings on kill (increase/decrease) regardless of your current standing with them. Currently you only see changes when your standing is not at 0 or 100. I think it is nice to always see what factions are affected by the mob.
Anyway , thats just few things i have done and will commit if there is interest. Any other ideas are welcome
I'm pretty sure it doesn't work as intended

There are some faction checks in standardmobbrain... but they need a few tweaks.
Currently I am working on this. A few things I have done / am doing is :
Add server property for "Use NPC factions" , Enabling this will bypass mob aggro values in npctemplate/mob table, and rely on factionaggrolevel table (table that holds players aggro) , of course if a mob has no faction set, it will use npc/mob values.
Add a column in npctemplate for "FactionID" - can create a mob with faction already set. This one will be a problem though.. as it will be empty when created and with replacemobvalues...bye bye factions. #edit. actually this was fixed easy with a SQL command , thanks stackoverflow!
Add factionID to "/mob copy" command . Quite annoying copying mobs and then having to set their faction level and reloading them.
Change the faction levels for "Aggressive", Hostile, Neutral, Friendly. This could possibly be a server property for customisation... at the moment I have it set at: aggro > 50 = aggressive , > 25 Hostile , > 0 Neutral , = 0 friendly .
Along with this, having the mob fail the aggro check if it is between 0 & 25 aggrolevel, so it actually is neutral!
Display mob standings on kill (increase/decrease) regardless of your current standing with them. Currently you only see changes when your standing is not at 0 or 100. I think it is nice to always see what factions are affected by the mob.
Anyway , thats just few things i have done and will commit if there is interest. Any other ideas are welcome
