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 Post subject: Please make NPC notoriety changeable dynamically
PostPosted: Thu Jul 13, 2006 11:59 am 
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Joined: Sat Feb 04, 2006 1:24 pm
Posts: 8
Location: Vienna, Austria
Hello,

if I use mobile.SetMurderer(1) or mobile.SetCriminal(1) on a NPC, nothing happens. (npc.SetMurderer(1) returns 1, but the name remains blue). We could handle this with a hook, but its not ideal, since the hook would have to examine every DrawObject packet going out to every client.

As it is now, the entry
Alignment {good | neutral | evil}
can be specified in npcdesc.cfg and since 096 good aligned NPCs will be flagged criminal (grey) if they attack a good (blue) mobile.

But I would like to use mobile.SetMurderer() and mobile.SetCriminal() on NPCs. So for example a animal could be neutral (usual state) and later for some reason go to 'murderer', change to a red name as a warning and attack players.

Is this possible? It should have no impact on the rep system, if the user takes the color/alignment change into account. (A good mobile going bad (red) can be attacked by good players, without them going criminal, etc.).

Or did I overlook something? Besides the entry in npcdesc.cfg I found no way to change the name color on a mobile (after creating it) other than a player character.

OWHorus


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