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Lara- 10-01-2006
We gave installed your mob faction system version for RunUo 1.0. Yet again I must say what a delightful bit of coding you've done, as usual. We have created custom groups that match the political factions on the shard, and attached mobs individually with the xmlspawner thru use of the xmldynamicfaction attachment. Everything seems to be working without any bugs. Bravo.

Comment to those setting up the factions: Don't forget to set the faction as an ally to itself *cheesy grin* ... we forgot.

Suggestion: We are going to be adding an object that lets players join the factions individually, rather then setting it for the whole shard. If you'd like that little bit of code let us know, but thought I'd mention it as a nice addition.

Question: If we want to keep the points rather low ... what do you suggest is a good range of numbers to use for the weighting. We're trying to figure out what the weighting numbers translate to, and dont have a good picture of them yet.

Also, we've noticed that the mobs aggro behavior has changed even for those not in factions, so we'll be trying to set that back to normal for those not in the factions.

Thank you again for your work, it is very appreciated. Where again may I send a donation for the work?

Lara

ArteGordon- 10-01-2006
In general, the default values are the values that I have found to be reasonable with my small playerbase.
Faction points are calculated as fame*0.001*factionscale with a minimum value of 1.
With the default scaling of 0.1% of fame, and it tends to take a player a couple of weeks of serious hunting to make major faction swings of on the order of 10K or more, since most creatures will only give 1 or 2 points.

With the aggro mod (installation step #5) players that dont have the faction attachment will be treated as though they have a faction of zero with any attacking creature (Neutral), and the acquisition delay will be calculated based on that.
It is the same thing with creatures that arent assigned to any faction group.

If you dont like the default values (although those should be close to the default RunUO behavior with Neutral faction) I would adjust the value of baseValue in xmlmobfactions.cs
CODE

 static int baseValue = 180000;      // increasing this increases the faction effect on delayed acquisition. Higher=longer average delay


along with ReaquireDelay in basecreature.cs

CODE

 public virtual TimeSpan ReaquireDelay { get { return TimeSpan.FromSeconds(2.0); } }


to get the behavior that you want.

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