/// <summary> /// Find out how nStandardFaction feels about oCreature. /// - nStandardFaction: STANDARD_FACTION_* /// - oCreature /// Returns -1 on an error. /// Returns 0-100 based on the standing of oCreature within the faction nStandardFaction. /// 0-10 : Hostile. /// 11-89 : Neutral. /// 90-100 : Friendly. /// </summary> public static int GetStandardFactionReputation(StandardFactionType nStandardFaction, uint oCreature = OBJECT_INVALID) { Internal.NativeFunctions.StackPushObject(oCreature); Internal.NativeFunctions.StackPushInteger(nStandardFaction.InternalValue); Internal.NativeFunctions.CallBuiltIn(524); return(Internal.NativeFunctions.StackPopInteger()); }
/// <summary> /// Set how nStandardFaction feels about oCreature. /// - nStandardFaction: STANDARD_FACTION_* /// - nNewReputation: 0-100 (inclusive) /// - oCreature /// </summary> public static void SetStandardFactionReputation(StandardFactionType nStandardFaction, int nNewReputation, uint oCreature = OBJECT_INVALID) { Internal.NativeFunctions.StackPushObject(oCreature); Internal.NativeFunctions.StackPushInteger(nNewReputation); Internal.NativeFunctions.StackPushInteger(nStandardFaction.InternalValue); Internal.NativeFunctions.CallBuiltIn(523); }
/// <summary> /// Make oCreatureToChange join one of the standard factions. /// ** This will only work on an NPC ** /// - nStandardFaction: STANDARD_FACTION_* /// </summary> public static void ChangeToStandardFaction(uint oCreatureToChange, StandardFactionType nStandardFaction) { Internal.NativeFunctions.StackPushInteger(nStandardFaction.InternalValue); Internal.NativeFunctions.StackPushObject(oCreatureToChange); Internal.NativeFunctions.CallBuiltIn(412); }