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Development::Database/World Building World Building forum, dedicated to the EQEmu MySQL Database. Post partial/complete databases for spawns, items, etc.

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Old 09-04-2010, 05:14 PM
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Tabasco
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Number 1 should be pretty easy. In the PEQ PHP editor you just make a faction and set its base attitudes, then assign that faction to the appropriate NPC's.

Number 2 seems a bit more tricky. I've never added new item fields or spell effects, so I can't tell you how involved it would be or if it would even make any sense to the client, but that's probably what you'd have to do. Someone more experienced may know of a better way to do this.

Number 3 shouldn't be difficult at all. You could track this with a faction so that killing the good guys reduces your G/E faction and killing bad buys increases it. Then in your quests you just get the players value for that faction ID and adjust your dialogue accordingly. If certain responses should incur a faction hit, you can do that with the quest system as well. You could even set up your faction hits table so that relevant NPC's even become hostile. In fact, this really strikes me as what the faction system was designed for, it's just more granular than Good and Evil in game.
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Old 09-04-2010, 06:53 PM
Cer0
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Quote:
Originally Posted by Tabasco View Post
Number 1 should be pretty easy. In the PEQ PHP editor you just make a faction and set its base attitudes, then assign that faction to the appropriate NPC's.

Number 2 seems a bit more tricky. I've never added new item fields or spell effects, so I can't tell you how involved it would be or if it would even make any sense to the client, but that's probably what you'd have to do. Someone more experienced may know of a better way to do this.

Number 3 shouldn't be difficult at all. You could track this with a faction so that killing the good guys reduces your G/E faction and killing bad buys increases it. Then in your quests you just get the players value for that faction ID and adjust your dialogue accordingly. If certain responses should incur a faction hit, you can do that with the quest system as well. You could even set up your faction hits table so that relevant NPC's even become hostile. In fact, this really strikes me as what the faction system was designed for, it's just more granular than Good and Evil in game.
Thanks for the information. Hah admittedly i didn't even think to add a Good/ Evil faction type. Thats makes alot more sense than what i was thinking of.

-Reed
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Old 09-06-2010, 11:03 AM
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Tabasco
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I was just messing around with some spells and found the effect that I couldn't find the other day.

337 - Percent XP Increase

You would make or recycle a spell with this effect and then set it as the worn or focus effect for your item. (Check out spells like Enhanced Learning or Experience Bonus Effect)
Sorry I totally missed this before. I was thinking something like that was in there but must have skimmed over it.
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Old 09-06-2010, 01:33 PM
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Akkadius
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Quote:
Originally Posted by Tabasco View Post
I was just messing around with some spells and found the effect that I couldn't find the other day.

337 - Percent XP Increase

You would make or recycle a spell with this effect and then set it as the worn or focus effect for your item. (Check out spells like Enhanced Learning or Experience Bonus Effect)
Sorry I totally missed this before. I was thinking something like that was in there but must have skimmed over it.
Yep. you can easily set it as a worn or focus effect, and you can actually make something like that fair by activating it by time played in a zone or something to that matter. I will most likely put something like that in game once I get our massive expansion out, and it's not just what's posted on the front page for updates.
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