Difference between revisions of "Server:Faction"
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== Faction Properties == | == Faction Properties == | ||
{| class="wikitable" | |||
|- | |||
! Property !! Data Type !! Description | |||
|- | |||
| id || int32 || database identifier | |||
|- | |||
| mods || std::map<std::string, int16> || | |||
|- | |||
| int16 base; | |||
|- | |||
| 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 == | == Faction Modifiers == | ||
Revision as of 16:16, 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> | |
| int16 base; | ||
| 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 |