Reputation

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The reputation controls how mobs of a Faction react to a nearby player. It also affects the availability of certain Trades.
A player has one reputation score towards each Faction.

Mechanics

The reputation can change per faction, but some factions have that disabled, the player will then always have the default reputation set for that faction towards it.
Everytime a player kills a CQR-entity, the reputation towards the witnessing entity's Faction may change. A entity is a witnessing entity when it's distance towards the killed entity is <= 'factionUpdateRadius' (defined in Main Configuration), it also needs to be able to physically see the killing player.
Depending on the killed-entity's Faction towards the the witnessing-entity's Faction the player's reputation will change according to one of these scenarios:

  • killed-entity is enemy of witnessing-entity's Faction: Player will GAIN reputation towards the witnessing-entity's-Faction
  • killed-entity is ally of witnessing-entity's Faction: Player will LOSE reputation towards the witnessing-entity's-Faction
  • killed-entity is member of witnessing-entity's Faction: Player will LOSE reputation towards the witnessing-entity's-Faction


Gameplay Effects

Basically the reputation controls when CQR-entities will attack the player, this is diverted into three states:

  • Attack on sight (Enemy)
  • Attack when provoked (Neutral)
  • Never attack (Member)


The reputation also affects the availability of Trades a NPC has. Some Trades are only available when a certain amount of reputation is gained.

Developer Information

Reputation is saved in a NBT file for each player. The files are named with a player's UUID and are stored per world in data/cqr/reputation/.