Factions table question

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John Adams
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Factions table question

Post by John Adams » Mon Jan 28, 2008 1:18 pm

How does this work (in theory)? I see a list of factions in the `factions` table, with a default_value, and a neg/pos offset. Maybe this table is just a placeholder, but I am curious how factions will work this way. Sorry to admit I am stuck in a EQEmu mindset, and do not mean to keep referring to this other project...
How will I setup that all Qeynosians will KOS anyone from Freeport? I do not see anywhere (yet) to set what the default faction is for a particular race, class, or deity, or city affiliation. Or, what if a particular faction kill/assist is worth more than the pre-defined negative/positive value of 1?
In some cases, I could see helping someone on City of Qeynos faction would be worth 1 faction increment, while another type of assist (or kill) could be worth 10 etc. How will we handle that? I can see a need for an npc_faction table, perhaps.
Which then brings up... do NPCs duke it out with each other in EQ2? Like say a bear wanders by a hapless farmer... does it attack based on it's faction? If so, then we might need a npc_faction_values table. Which now I could set which NPC faction awards which amount of +/- depending on their individual entries rather than globally.
I think I just confused myself.
John Adams
EQ2Emulator - Project Ghost
"Everything should work now, except the stuff that doesn't" ~Xinux

LethalEncounter
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Post by LethalEncounter » Mon Jan 28, 2008 4:17 pm

The factions table really isnt used yet. It has been a while since I messed with it, but I believe the original intention was that the negative_change would occur when a player kills a spawn on the faction while the positive_change occurred when the player did something the faction member liked (like killing an enemy faction). Obviously we would need another table that specifies which factions liked and hated each other, but again it never made it out of a design concept :P If you guys want to redesign it, go ahead. It isnt used yet and this is the time to make drastic changes.

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John Adams
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Post by John Adams » Tue Jan 29, 2008 9:54 pm

Ok, we can whip something up based on some other Emu examples, and give you something to work with. No hurry though on this, just something to think about as I was moving data to the "eq2v2" structure.
John Adams
EQ2Emulator - Project Ghost
"Everything should work now, except the stuff that doesn't" ~Xinux

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