AdjustFactionReputation(object, object, int)
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void AdjustFactionReputation(
object oTargetCreature,
object oMemberOfSourceFaction,
int nAdjustment
);
object oTargetCreature,
object oMemberOfSourceFaction,
int nAdjustment
);
Parameters
- oTargetCreature
- The creature whose faction members will be viewed differently by an entire faction.
- oMemberOfSourceFaction
- The member of the faction that will have its opinion changed.
- nAdjustment
- The amount (positive or negative) that the factions opinion will change.
Description
Adjusts all faction members' reputations with another faction. Pass in a member from each faction.
Remarks
To change how a faction feels about a single PC, use AdjustReputation() instead. To adjust how a faction feels about everyone in a PC's party, use AdjustReputationWithFaction() instead.
Requirements
#include "nw_i0_plot"
Version
1.22
Example
// This example shows how a persistent world might set faction reputations to a
// persistently stored value. We have two factions, the Bandits and the
// Marauders, each represented by a faction focus (a member of the faction with
// a tag we know that we've placed in an area inaccessible to PCs for just this
// purpose).
#include "nw_i0_plot"
void main()
{
// Get the faction focus objects
object oBandit = GetObjectByTag("Faction_Focus_Bandit");
object oMarauder = GetObjectByTag("Faction_Focus_Marauder");
// Get how the bandits and marauders feel about each other now.
int nReputationWithBandits = GetReputation(oMarauder, oBandit);
int nReputationWithMarauders = GetReputation(oBandit, oMarauder);
// Get how the Bandits should feel about the Marauders and vice versa. This
// info is set by any script that persistently adjusts how the factions feel
// about each other.
int nStoredReputationWithBandits = GetCampaignInt("MyCampaign", "Reputation_Bandits_Marauders");
int nStoredReputationWithMarauders = GetCampaignInt("MyCampaign", "Reputation_Marauders_Bandits");
// Adjust the reputations to the desired values.
AdjustFactionReputation(oMarauder, oBandit, nStoredReputationWithBandits - nReputationWithBandits);
AdjustFactionReputation(oBandit, oMarauder, nStoredReputationWithMarauders - nReputationWithMarauders);
}
// persistently stored value. We have two factions, the Bandits and the
// Marauders, each represented by a faction focus (a member of the faction with
// a tag we know that we've placed in an area inaccessible to PCs for just this
// purpose).
#include "nw_i0_plot"
void main()
{
// Get the faction focus objects
object oBandit = GetObjectByTag("Faction_Focus_Bandit");
object oMarauder = GetObjectByTag("Faction_Focus_Marauder");
// Get how the bandits and marauders feel about each other now.
int nReputationWithBandits = GetReputation(oMarauder, oBandit);
int nReputationWithMarauders = GetReputation(oBandit, oMarauder);
// Get how the Bandits should feel about the Marauders and vice versa. This
// info is set by any script that persistently adjusts how the factions feel
// about each other.
int nStoredReputationWithBandits = GetCampaignInt("MyCampaign", "Reputation_Bandits_Marauders");
int nStoredReputationWithMarauders = GetCampaignInt("MyCampaign", "Reputation_Marauders_Bandits");
// Adjust the reputations to the desired values.
AdjustFactionReputation(oMarauder, oBandit, nStoredReputationWithBandits - nReputationWithBandits);
AdjustFactionReputation(oBandit, oMarauder, nStoredReputationWithMarauders - nReputationWithMarauders);
}
See Also
functions: | AdjustReputationWithFaction, AdjustReputation |
author: Tom Cassiotis, editors: Kolyana, Mistress, contributors: Kookoo, Squatting Monk