Difference between revisions of "Server:Faction"
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Line 14: | Line 14: | ||
| mods || std::map<std::string, int16> || | | mods || std::map<std::string, int16> || | ||
|- | |- | ||
| int16 | | base || int16 || | ||
|- | |- | ||
| name || char array 50 || | | name || char array 50 || | ||
Line 20: | Line 20: | ||
| see_illusion || bool || Determines whether the faction will see through racial illusion spells | | see_illusion || bool || Determines whether the faction will see through racial illusion spells | ||
|- | |- | ||
| min_cap || int16 | | min_cap || int16 || | ||
|- | |- | ||
| max_cap || int16 | | max_cap || int16 || | ||
|} | |} | ||
Revision as of 10:17, 21 November 2024
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
Property | Data Type | Description |
---|---|---|
id | int32 | database identifier |
mods | std::map<std::string, int16> | |
base | int16 | |
name | char array 50 | |
see_illusion | bool | Determines whether the faction will see through racial illusion spells |
min_cap | int16 | |
max_cap | int16 |
Faction Modifiers
- base
- class_mod
- race_mod
- deity_mod
Faction Value Ranges
Min Cap | Max Cap | Level |
---|---|---|
>= 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 |