Server:Faction

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This article will attempt to explain how faction works server-side to assist with understanding the various modifiers applied to characters between the base values and the ones you experience in-game.

In the source code, faction is found in /common/faction.h and /common/faction.cpp. Faction is calculated in the CalculateFaction function, where

character_value += base value + class modifier + race modifier + deity modifier

Faction Properties

The Faction struct defined in /common/faction.h defines the following members:

Property Data Type Description
id int32 database identifier
mods std::map<std::string, int16>
base int16 The base, unmodified value that players start with for this faction before race, class, and deity modifiers are applied
name char array 50 The name of the faction
see_illusion bool Determines whether the faction will see through racial illusion spells
min_cap int16 Minimum value players can reach with this faction
max_cap int16 Maximum value players can reach with this faction

Faction Modifiers

The FactionMod struct defined in /common/faction.h defines the following members:

  • int32 base
  • int32 class_mod
  • int32 race_mod
  • int32 deity_mod

Faction Value Ranges

Min Cap Max Cap FACTION_VALUE (Enum)
>= 2000 - FACTION_MAX_ALLY = 0
>= 1100 - FACTION_ALLY = 1
>= 750 <= 1099 FACTION_WARMLY = 2
>= 500 <= 749 FACTION_KINDLY = 3
>= 100 <= 499 FACTION_AMIABLY = 4
>= 0 <= 99 FACTION_INDIFFERENTLY = 5
>= -100 <= -1 FACTION_APPREHENSIVELY = 6
>= -500 <= -101 FACTION_DUBIOUSLY = 7
>= -750 <= -501 FACTION_THREATENINGLY = 8
- <= -751 FACTION_SCOWLS = 9
- <= -2000 FACTION_MAX_SCOWLS = 10